Context.cpp revision 82b3d157918fa148b66aa00cf5152631d26bff67
1// SwiftShader Software Renderer 2// 3// Copyright(c) 2005-2013 TransGaming Inc. 4// 5// All rights reserved. No part of this software may be copied, distributed, transmitted, 6// transcribed, stored in a retrieval system, translated into any human or computer 7// language by any means, or disclosed to third parties without the explicit written 8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express 9// or implied, including but not limited to any patent rights, are granted to you. 10// 11 12// Context.cpp: Implements the es2::Context class, managing all GL state and performing 13// rendering operations. It is the GLES2 specific implementation of EGLContext. 14 15#include "Context.h" 16 17#include "main.h" 18#include "mathutil.h" 19#include "utilities.h" 20#include "ResourceManager.h" 21#include "Buffer.h" 22#include "Fence.h" 23#include "Framebuffer.h" 24#include "Program.h" 25#include "Query.h" 26#include "Renderbuffer.h" 27#include "Sampler.h" 28#include "Shader.h" 29#include "Texture.h" 30#include "TransformFeedback.h" 31#include "VertexArray.h" 32#include "VertexDataManager.h" 33#include "IndexDataManager.h" 34#include "libEGL/Display.h" 35#include "libEGL/Surface.h" 36#include "Common/Half.hpp" 37 38#include <EGL/eglext.h> 39 40namespace es2 41{ 42Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 43 : clientVersion(clientVersion), mConfig(config) 44{ 45 sw::Context *context = new sw::Context(); 46 device = new es2::Device(context); 47 48 mFenceNameSpace.setBaseHandle(0); 49 50 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 51 52 mState.depthClearValue = 1.0f; 53 mState.stencilClearValue = 0; 54 55 mState.cullFaceEnabled = false; 56 mState.cullMode = GL_BACK; 57 mState.frontFace = GL_CCW; 58 mState.depthTestEnabled = false; 59 mState.depthFunc = GL_LESS; 60 mState.blendEnabled = false; 61 mState.sourceBlendRGB = GL_ONE; 62 mState.sourceBlendAlpha = GL_ONE; 63 mState.destBlendRGB = GL_ZERO; 64 mState.destBlendAlpha = GL_ZERO; 65 mState.blendEquationRGB = GL_FUNC_ADD; 66 mState.blendEquationAlpha = GL_FUNC_ADD; 67 mState.blendColor.red = 0; 68 mState.blendColor.green = 0; 69 mState.blendColor.blue = 0; 70 mState.blendColor.alpha = 0; 71 mState.stencilTestEnabled = false; 72 mState.stencilFunc = GL_ALWAYS; 73 mState.stencilRef = 0; 74 mState.stencilMask = -1; 75 mState.stencilWritemask = -1; 76 mState.stencilBackFunc = GL_ALWAYS; 77 mState.stencilBackRef = 0; 78 mState.stencilBackMask = - 1; 79 mState.stencilBackWritemask = -1; 80 mState.stencilFail = GL_KEEP; 81 mState.stencilPassDepthFail = GL_KEEP; 82 mState.stencilPassDepthPass = GL_KEEP; 83 mState.stencilBackFail = GL_KEEP; 84 mState.stencilBackPassDepthFail = GL_KEEP; 85 mState.stencilBackPassDepthPass = GL_KEEP; 86 mState.polygonOffsetFillEnabled = false; 87 mState.polygonOffsetFactor = 0.0f; 88 mState.polygonOffsetUnits = 0.0f; 89 mState.sampleAlphaToCoverageEnabled = false; 90 mState.sampleCoverageEnabled = false; 91 mState.sampleCoverageValue = 1.0f; 92 mState.sampleCoverageInvert = false; 93 mState.scissorTestEnabled = false; 94 mState.ditherEnabled = true; 95 mState.primitiveRestartFixedIndexEnabled = false; 96 mState.rasterizerDiscardEnabled = false; 97 mState.generateMipmapHint = GL_DONT_CARE; 98 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 99 100 mState.lineWidth = 1.0f; 101 102 mState.viewportX = 0; 103 mState.viewportY = 0; 104 mState.viewportWidth = 0; 105 mState.viewportHeight = 0; 106 mState.zNear = 0.0f; 107 mState.zFar = 1.0f; 108 109 mState.scissorX = 0; 110 mState.scissorY = 0; 111 mState.scissorWidth = 0; 112 mState.scissorHeight = 0; 113 114 mState.colorMaskRed = true; 115 mState.colorMaskGreen = true; 116 mState.colorMaskBlue = true; 117 mState.colorMaskAlpha = true; 118 mState.depthMask = true; 119 120 if(shareContext != NULL) 121 { 122 mResourceManager = shareContext->mResourceManager; 123 mResourceManager->addRef(); 124 } 125 else 126 { 127 mResourceManager = new ResourceManager(); 128 } 129 130 // [OpenGL ES 2.0.24] section 3.7 page 83: 131 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 132 // and cube map texture state vectors respectively associated with them. 133 // In order that access to these initial textures not be lost, they are treated as texture 134 // objects all of whose names are 0. 135 136 mTexture2DZero = new Texture2D(0); 137 mTexture3DZero = new Texture3D(0); 138 mTexture2DArrayZero = new Texture2DArray(0); 139 mTextureCubeMapZero = new TextureCubeMap(0); 140 mTextureExternalZero = new TextureExternal(0); 141 142 mState.activeSampler = 0; 143 bindVertexArray(0); 144 bindArrayBuffer(0); 145 bindElementArrayBuffer(0); 146 bindTextureCubeMap(0); 147 bindTexture2D(0); 148 bindReadFramebuffer(0); 149 bindDrawFramebuffer(0); 150 bindRenderbuffer(0); 151 bindGenericUniformBuffer(0); 152 bindTransformFeedback(0); 153 154 mState.currentProgram = 0; 155 156 mState.packAlignment = 4; 157 mState.unpackInfo.alignment = 4; 158 mState.packRowLength = 0; 159 mState.packImageHeight = 0; 160 mState.packSkipPixels = 0; 161 mState.packSkipRows = 0; 162 mState.packSkipImages = 0; 163 mState.unpackInfo.rowLength = 0; 164 mState.unpackInfo.imageHeight = 0; 165 mState.unpackInfo.skipPixels = 0; 166 mState.unpackInfo.skipRows = 0; 167 mState.unpackInfo.skipImages = 0; 168 169 mVertexDataManager = NULL; 170 mIndexDataManager = NULL; 171 172 mInvalidEnum = false; 173 mInvalidValue = false; 174 mInvalidOperation = false; 175 mOutOfMemory = false; 176 mInvalidFramebufferOperation = false; 177 178 mHasBeenCurrent = false; 179 180 markAllStateDirty(); 181} 182 183Context::~Context() 184{ 185 if(mState.currentProgram != 0) 186 { 187 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 188 if(programObject) 189 { 190 programObject->release(); 191 } 192 mState.currentProgram = 0; 193 } 194 195 while(!mFramebufferMap.empty()) 196 { 197 deleteFramebuffer(mFramebufferMap.begin()->first); 198 } 199 200 while(!mFenceMap.empty()) 201 { 202 deleteFence(mFenceMap.begin()->first); 203 } 204 205 while(!mQueryMap.empty()) 206 { 207 deleteQuery(mQueryMap.begin()->first); 208 } 209 210 while(!mVertexArrayMap.empty()) 211 { 212 deleteVertexArray(mVertexArrayMap.begin()->first); 213 } 214 215 while(!mTransformFeedbackMap.empty()) 216 { 217 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 218 } 219 220 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 221 { 222 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 223 { 224 mState.samplerTexture[type][sampler] = NULL; 225 } 226 } 227 228 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 229 { 230 mState.vertexAttribute[i].mBoundBuffer = NULL; 231 } 232 233 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 234 { 235 mState.activeQuery[i] = NULL; 236 } 237 238 mState.arrayBuffer = NULL; 239 mState.copyReadBuffer = NULL; 240 mState.copyWriteBuffer = NULL; 241 mState.pixelPackBuffer = NULL; 242 mState.pixelUnpackBuffer = NULL; 243 mState.genericUniformBuffer = NULL; 244 mState.renderbuffer = NULL; 245 246 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 247 { 248 mState.sampler[i] = NULL; 249 } 250 251 mTexture2DZero = NULL; 252 mTexture3DZero = NULL; 253 mTexture2DArrayZero = NULL; 254 mTextureCubeMapZero = NULL; 255 mTextureExternalZero = NULL; 256 257 delete mVertexDataManager; 258 delete mIndexDataManager; 259 260 mResourceManager->release(); 261 delete device; 262} 263 264void Context::makeCurrent(egl::Surface *surface) 265{ 266 if(!mHasBeenCurrent) 267 { 268 mVertexDataManager = new VertexDataManager(this); 269 mIndexDataManager = new IndexDataManager(); 270 271 mState.viewportX = 0; 272 mState.viewportY = 0; 273 mState.viewportWidth = surface->getWidth(); 274 mState.viewportHeight = surface->getHeight(); 275 276 mState.scissorX = 0; 277 mState.scissorY = 0; 278 mState.scissorWidth = surface->getWidth(); 279 mState.scissorHeight = surface->getHeight(); 280 281 mHasBeenCurrent = true; 282 } 283 284 // Wrap the existing resources into GL objects and assign them to the '0' names 285 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 286 egl::Image *depthStencil = surface->getDepthStencil(); 287 288 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 289 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 290 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 291 292 setFramebufferZero(framebufferZero); 293 294 if(defaultRenderTarget) 295 { 296 defaultRenderTarget->release(); 297 } 298 299 if(depthStencil) 300 { 301 depthStencil->release(); 302 } 303 304 markAllStateDirty(); 305} 306 307EGLint Context::getClientVersion() const 308{ 309 return clientVersion; 310} 311 312// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 313void Context::markAllStateDirty() 314{ 315 mAppliedProgramSerial = 0; 316 317 mDepthStateDirty = true; 318 mMaskStateDirty = true; 319 mBlendStateDirty = true; 320 mStencilStateDirty = true; 321 mPolygonOffsetStateDirty = true; 322 mSampleStateDirty = true; 323 mDitherStateDirty = true; 324 mFrontFaceDirty = true; 325} 326 327void Context::setClearColor(float red, float green, float blue, float alpha) 328{ 329 mState.colorClearValue.red = red; 330 mState.colorClearValue.green = green; 331 mState.colorClearValue.blue = blue; 332 mState.colorClearValue.alpha = alpha; 333} 334 335void Context::setClearDepth(float depth) 336{ 337 mState.depthClearValue = depth; 338} 339 340void Context::setClearStencil(int stencil) 341{ 342 mState.stencilClearValue = stencil; 343} 344 345void Context::setCullFaceEnabled(bool enabled) 346{ 347 mState.cullFaceEnabled = enabled; 348} 349 350bool Context::isCullFaceEnabled() const 351{ 352 return mState.cullFaceEnabled; 353} 354 355void Context::setCullMode(GLenum mode) 356{ 357 mState.cullMode = mode; 358} 359 360void Context::setFrontFace(GLenum front) 361{ 362 if(mState.frontFace != front) 363 { 364 mState.frontFace = front; 365 mFrontFaceDirty = true; 366 } 367} 368 369void Context::setDepthTestEnabled(bool enabled) 370{ 371 if(mState.depthTestEnabled != enabled) 372 { 373 mState.depthTestEnabled = enabled; 374 mDepthStateDirty = true; 375 } 376} 377 378bool Context::isDepthTestEnabled() const 379{ 380 return mState.depthTestEnabled; 381} 382 383void Context::setDepthFunc(GLenum depthFunc) 384{ 385 if(mState.depthFunc != depthFunc) 386 { 387 mState.depthFunc = depthFunc; 388 mDepthStateDirty = true; 389 } 390} 391 392void Context::setDepthRange(float zNear, float zFar) 393{ 394 mState.zNear = zNear; 395 mState.zFar = zFar; 396} 397 398void Context::setBlendEnabled(bool enabled) 399{ 400 if(mState.blendEnabled != enabled) 401 { 402 mState.blendEnabled = enabled; 403 mBlendStateDirty = true; 404 } 405} 406 407bool Context::isBlendEnabled() const 408{ 409 return mState.blendEnabled; 410} 411 412void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 413{ 414 if(mState.sourceBlendRGB != sourceRGB || 415 mState.sourceBlendAlpha != sourceAlpha || 416 mState.destBlendRGB != destRGB || 417 mState.destBlendAlpha != destAlpha) 418 { 419 mState.sourceBlendRGB = sourceRGB; 420 mState.destBlendRGB = destRGB; 421 mState.sourceBlendAlpha = sourceAlpha; 422 mState.destBlendAlpha = destAlpha; 423 mBlendStateDirty = true; 424 } 425} 426 427void Context::setBlendColor(float red, float green, float blue, float alpha) 428{ 429 if(mState.blendColor.red != red || 430 mState.blendColor.green != green || 431 mState.blendColor.blue != blue || 432 mState.blendColor.alpha != alpha) 433 { 434 mState.blendColor.red = red; 435 mState.blendColor.green = green; 436 mState.blendColor.blue = blue; 437 mState.blendColor.alpha = alpha; 438 mBlendStateDirty = true; 439 } 440} 441 442void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 443{ 444 if(mState.blendEquationRGB != rgbEquation || 445 mState.blendEquationAlpha != alphaEquation) 446 { 447 mState.blendEquationRGB = rgbEquation; 448 mState.blendEquationAlpha = alphaEquation; 449 mBlendStateDirty = true; 450 } 451} 452 453void Context::setStencilTestEnabled(bool enabled) 454{ 455 if(mState.stencilTestEnabled != enabled) 456 { 457 mState.stencilTestEnabled = enabled; 458 mStencilStateDirty = true; 459 } 460} 461 462bool Context::isStencilTestEnabled() const 463{ 464 return mState.stencilTestEnabled; 465} 466 467void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 468{ 469 if(mState.stencilFunc != stencilFunc || 470 mState.stencilRef != stencilRef || 471 mState.stencilMask != stencilMask) 472 { 473 mState.stencilFunc = stencilFunc; 474 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 475 mState.stencilMask = stencilMask; 476 mStencilStateDirty = true; 477 } 478} 479 480void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 481{ 482 if(mState.stencilBackFunc != stencilBackFunc || 483 mState.stencilBackRef != stencilBackRef || 484 mState.stencilBackMask != stencilBackMask) 485 { 486 mState.stencilBackFunc = stencilBackFunc; 487 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 488 mState.stencilBackMask = stencilBackMask; 489 mStencilStateDirty = true; 490 } 491} 492 493void Context::setStencilWritemask(GLuint stencilWritemask) 494{ 495 if(mState.stencilWritemask != stencilWritemask) 496 { 497 mState.stencilWritemask = stencilWritemask; 498 mStencilStateDirty = true; 499 } 500} 501 502void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 503{ 504 if(mState.stencilBackWritemask != stencilBackWritemask) 505 { 506 mState.stencilBackWritemask = stencilBackWritemask; 507 mStencilStateDirty = true; 508 } 509} 510 511void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 512{ 513 if(mState.stencilFail != stencilFail || 514 mState.stencilPassDepthFail != stencilPassDepthFail || 515 mState.stencilPassDepthPass != stencilPassDepthPass) 516 { 517 mState.stencilFail = stencilFail; 518 mState.stencilPassDepthFail = stencilPassDepthFail; 519 mState.stencilPassDepthPass = stencilPassDepthPass; 520 mStencilStateDirty = true; 521 } 522} 523 524void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 525{ 526 if(mState.stencilBackFail != stencilBackFail || 527 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 528 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 529 { 530 mState.stencilBackFail = stencilBackFail; 531 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 532 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 533 mStencilStateDirty = true; 534 } 535} 536 537void Context::setPolygonOffsetFillEnabled(bool enabled) 538{ 539 if(mState.polygonOffsetFillEnabled != enabled) 540 { 541 mState.polygonOffsetFillEnabled = enabled; 542 mPolygonOffsetStateDirty = true; 543 } 544} 545 546bool Context::isPolygonOffsetFillEnabled() const 547{ 548 return mState.polygonOffsetFillEnabled; 549} 550 551void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 552{ 553 if(mState.polygonOffsetFactor != factor || 554 mState.polygonOffsetUnits != units) 555 { 556 mState.polygonOffsetFactor = factor; 557 mState.polygonOffsetUnits = units; 558 mPolygonOffsetStateDirty = true; 559 } 560} 561 562void Context::setSampleAlphaToCoverageEnabled(bool enabled) 563{ 564 if(mState.sampleAlphaToCoverageEnabled != enabled) 565 { 566 mState.sampleAlphaToCoverageEnabled = enabled; 567 mSampleStateDirty = true; 568 } 569} 570 571bool Context::isSampleAlphaToCoverageEnabled() const 572{ 573 return mState.sampleAlphaToCoverageEnabled; 574} 575 576void Context::setSampleCoverageEnabled(bool enabled) 577{ 578 if(mState.sampleCoverageEnabled != enabled) 579 { 580 mState.sampleCoverageEnabled = enabled; 581 mSampleStateDirty = true; 582 } 583} 584 585bool Context::isSampleCoverageEnabled() const 586{ 587 return mState.sampleCoverageEnabled; 588} 589 590void Context::setSampleCoverageParams(GLclampf value, bool invert) 591{ 592 if(mState.sampleCoverageValue != value || 593 mState.sampleCoverageInvert != invert) 594 { 595 mState.sampleCoverageValue = value; 596 mState.sampleCoverageInvert = invert; 597 mSampleStateDirty = true; 598 } 599} 600 601void Context::setScissorTestEnabled(bool enabled) 602{ 603 mState.scissorTestEnabled = enabled; 604} 605 606bool Context::isScissorTestEnabled() const 607{ 608 return mState.scissorTestEnabled; 609} 610 611void Context::setDitherEnabled(bool enabled) 612{ 613 if(mState.ditherEnabled != enabled) 614 { 615 mState.ditherEnabled = enabled; 616 mDitherStateDirty = true; 617 } 618} 619 620bool Context::isDitherEnabled() const 621{ 622 return mState.ditherEnabled; 623} 624 625void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 626{ 627 UNIMPLEMENTED(); 628 mState.primitiveRestartFixedIndexEnabled = enabled; 629} 630 631bool Context::isPrimitiveRestartFixedIndexEnabled() const 632{ 633 return mState.primitiveRestartFixedIndexEnabled; 634} 635 636void Context::setRasterizerDiscardEnabled(bool enabled) 637{ 638 UNIMPLEMENTED(); 639 mState.rasterizerDiscardEnabled = enabled; 640} 641 642bool Context::isRasterizerDiscardEnabled() const 643{ 644 return mState.rasterizerDiscardEnabled; 645} 646 647void Context::setLineWidth(GLfloat width) 648{ 649 mState.lineWidth = width; 650 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 651} 652 653void Context::setGenerateMipmapHint(GLenum hint) 654{ 655 mState.generateMipmapHint = hint; 656} 657 658void Context::setFragmentShaderDerivativeHint(GLenum hint) 659{ 660 mState.fragmentShaderDerivativeHint = hint; 661 // TODO: Propagate the hint to shader translator so we can write 662 // ddx, ddx_coarse, or ddx_fine depending on the hint. 663 // Ignore for now. It is valid for implementations to ignore hint. 664} 665 666void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 667{ 668 mState.viewportX = x; 669 mState.viewportY = y; 670 mState.viewportWidth = width; 671 mState.viewportHeight = height; 672} 673 674void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 675{ 676 mState.scissorX = x; 677 mState.scissorY = y; 678 mState.scissorWidth = width; 679 mState.scissorHeight = height; 680} 681 682void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 683{ 684 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 685 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 686 { 687 mState.colorMaskRed = red; 688 mState.colorMaskGreen = green; 689 mState.colorMaskBlue = blue; 690 mState.colorMaskAlpha = alpha; 691 mMaskStateDirty = true; 692 } 693} 694 695unsigned int Context::getColorMask() const 696{ 697 return (mState.colorMaskRed ? 0x1 : 0) | 698 (mState.colorMaskGreen ? 0x2 : 0) | 699 (mState.colorMaskBlue ? 0x4 : 0) | 700 (mState.colorMaskAlpha ? 0x8 : 0); 701} 702 703void Context::setDepthMask(bool mask) 704{ 705 if(mState.depthMask != mask) 706 { 707 mState.depthMask = mask; 708 mMaskStateDirty = true; 709 } 710} 711 712void Context::setActiveSampler(unsigned int active) 713{ 714 mState.activeSampler = active; 715} 716 717GLuint Context::getReadFramebufferName() const 718{ 719 return mState.readFramebuffer; 720} 721 722GLuint Context::getDrawFramebufferName() const 723{ 724 return mState.drawFramebuffer; 725} 726 727GLuint Context::getRenderbufferName() const 728{ 729 return mState.renderbuffer.name(); 730} 731 732void Context::setFramebufferReadBuffer(GLuint buf) 733{ 734 getReadFramebuffer()->setReadBuffer(buf); 735} 736 737void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 738{ 739 Framebuffer* drawFramebuffer = getDrawFramebuffer(); 740 for(int i = 0; i < n; ++i) 741 { 742 drawFramebuffer->setDrawBuffer(i, bufs[i]); 743 } 744} 745 746GLuint Context::getReadFramebufferColorIndex() const 747{ 748 GLenum buf = getReadFramebuffer()->getReadBuffer(); 749 switch(buf) 750 { 751 case GL_BACK: 752 return 0; 753 case GL_NONE: 754 return GL_INVALID_INDEX; 755 default: 756 return buf - GL_COLOR_ATTACHMENT0; 757} 758} 759 760GLuint Context::getArrayBufferName() const 761{ 762 return mState.arrayBuffer.name(); 763} 764 765GLuint Context::getElementArrayBufferName() const 766{ 767 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 768 return elementArrayBuffer ? elementArrayBuffer->name : 0; 769} 770 771GLuint Context::getActiveQuery(GLenum target) const 772{ 773 Query *queryObject = NULL; 774 775 switch(target) 776 { 777 case GL_ANY_SAMPLES_PASSED_EXT: 778 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 779 break; 780 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 781 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 782 break; 783 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 784 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 785 break; 786 default: 787 ASSERT(false); 788 } 789 790 if(queryObject) 791 { 792 return queryObject->name; 793 } 794 795 return 0; 796} 797 798void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 799{ 800 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 801} 802 803void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 804{ 805 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 806} 807 808const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 809{ 810 return getCurrentVertexArray()->getVertexAttribute(attribNum); 811} 812 813void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 814 GLsizei stride, const void *pointer) 815{ 816 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 817} 818 819const void *Context::getVertexAttribPointer(unsigned int attribNum) const 820{ 821 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 822} 823 824const VertexAttributeArray &Context::getVertexArrayAttributes() 825{ 826 return getCurrentVertexArray()->getVertexAttributes(); 827} 828 829const VertexAttributeArray &Context::getCurrentVertexAttributes() 830{ 831 return mState.vertexAttribute; 832} 833 834void Context::setPackAlignment(GLint alignment) 835{ 836 mState.packAlignment = alignment; 837} 838 839void Context::setUnpackAlignment(GLint alignment) 840{ 841 mState.unpackInfo.alignment = alignment; 842} 843 844const egl::Image::UnpackInfo& Context::getUnpackInfo() const 845{ 846 return mState.unpackInfo; 847} 848 849void Context::setPackRowLength(GLint rowLength) 850{ 851 mState.packRowLength = rowLength; 852} 853 854void Context::setPackImageHeight(GLint imageHeight) 855{ 856 mState.packImageHeight = imageHeight; 857} 858 859void Context::setPackSkipPixels(GLint skipPixels) 860{ 861 mState.packSkipPixels = skipPixels; 862} 863 864void Context::setPackSkipRows(GLint skipRows) 865{ 866 mState.packSkipRows = skipRows; 867} 868 869void Context::setPackSkipImages(GLint skipImages) 870{ 871 mState.packSkipImages = skipImages; 872} 873 874void Context::setUnpackRowLength(GLint rowLength) 875{ 876 mState.unpackInfo.rowLength = rowLength; 877} 878 879void Context::setUnpackImageHeight(GLint imageHeight) 880{ 881 mState.unpackInfo.imageHeight = imageHeight; 882} 883 884void Context::setUnpackSkipPixels(GLint skipPixels) 885{ 886 mState.unpackInfo.skipPixels = skipPixels; 887} 888 889void Context::setUnpackSkipRows(GLint skipRows) 890{ 891 mState.unpackInfo.skipRows = skipRows; 892} 893 894void Context::setUnpackSkipImages(GLint skipImages) 895{ 896 mState.unpackInfo.skipImages = skipImages; 897} 898 899GLuint Context::createBuffer() 900{ 901 return mResourceManager->createBuffer(); 902} 903 904GLuint Context::createProgram() 905{ 906 return mResourceManager->createProgram(); 907} 908 909GLuint Context::createShader(GLenum type) 910{ 911 return mResourceManager->createShader(type); 912} 913 914GLuint Context::createTexture() 915{ 916 return mResourceManager->createTexture(); 917} 918 919GLuint Context::createRenderbuffer() 920{ 921 return mResourceManager->createRenderbuffer(); 922} 923 924// Returns an unused framebuffer name 925GLuint Context::createFramebuffer() 926{ 927 GLuint handle = mFramebufferNameSpace.allocate(); 928 929 mFramebufferMap[handle] = NULL; 930 931 return handle; 932} 933 934GLuint Context::createFence() 935{ 936 GLuint handle = mFenceNameSpace.allocate(); 937 938 mFenceMap[handle] = new Fence; 939 940 return handle; 941} 942 943// Returns an unused query name 944GLuint Context::createQuery() 945{ 946 GLuint handle = mQueryNameSpace.allocate(); 947 948 mQueryMap[handle] = NULL; 949 950 return handle; 951} 952 953// Returns an unused vertex array name 954GLuint Context::createVertexArray() 955{ 956 GLuint handle = mVertexArrayNameSpace.allocate(); 957 958 mVertexArrayMap[handle] = nullptr; 959 960 return handle; 961} 962 963GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 964{ 965 GLuint handle = mResourceManager->createFenceSync(condition, flags); 966 967 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 968} 969 970// Returns an unused transform feedback name 971GLuint Context::createTransformFeedback() 972{ 973 GLuint handle = mTransformFeedbackNameSpace.allocate(); 974 975 mTransformFeedbackMap[handle] = NULL; 976 977 return handle; 978} 979 980// Returns an unused sampler name 981GLuint Context::createSampler() 982{ 983 return mResourceManager->createSampler(); 984} 985 986void Context::deleteBuffer(GLuint buffer) 987{ 988 if(mResourceManager->getBuffer(buffer)) 989 { 990 detachBuffer(buffer); 991 } 992 993 mResourceManager->deleteBuffer(buffer); 994} 995 996void Context::deleteShader(GLuint shader) 997{ 998 mResourceManager->deleteShader(shader); 999} 1000 1001void Context::deleteProgram(GLuint program) 1002{ 1003 mResourceManager->deleteProgram(program); 1004} 1005 1006void Context::deleteTexture(GLuint texture) 1007{ 1008 if(mResourceManager->getTexture(texture)) 1009 { 1010 detachTexture(texture); 1011 } 1012 1013 mResourceManager->deleteTexture(texture); 1014} 1015 1016void Context::deleteRenderbuffer(GLuint renderbuffer) 1017{ 1018 if(mResourceManager->getRenderbuffer(renderbuffer)) 1019 { 1020 detachRenderbuffer(renderbuffer); 1021 } 1022 1023 mResourceManager->deleteRenderbuffer(renderbuffer); 1024} 1025 1026void Context::deleteFramebuffer(GLuint framebuffer) 1027{ 1028 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1029 1030 if(framebufferObject != mFramebufferMap.end()) 1031 { 1032 detachFramebuffer(framebuffer); 1033 1034 mFramebufferNameSpace.release(framebufferObject->first); 1035 delete framebufferObject->second; 1036 mFramebufferMap.erase(framebufferObject); 1037 } 1038} 1039 1040void Context::deleteFence(GLuint fence) 1041{ 1042 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1043 1044 if(fenceObject != mFenceMap.end()) 1045 { 1046 mFenceNameSpace.release(fenceObject->first); 1047 delete fenceObject->second; 1048 mFenceMap.erase(fenceObject); 1049 } 1050} 1051 1052void Context::deleteQuery(GLuint query) 1053{ 1054 QueryMap::iterator queryObject = mQueryMap.find(query); 1055 1056 if(queryObject != mQueryMap.end()) 1057 { 1058 mQueryNameSpace.release(queryObject->first); 1059 1060 if(queryObject->second) 1061 { 1062 queryObject->second->release(); 1063 } 1064 1065 mQueryMap.erase(queryObject); 1066 } 1067} 1068 1069void Context::deleteVertexArray(GLuint vertexArray) 1070{ 1071 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1072 1073 if(vertexArrayObject != mVertexArrayMap.end()) 1074 { 1075 // Vertex array detachment is handled by Context, because 0 is a valid 1076 // VAO, and a pointer to it must be passed from Context to State at 1077 // binding time. 1078 1079 // [OpenGL ES 3.0.2] section 2.10 page 43: 1080 // If a vertex array object that is currently bound is deleted, the binding 1081 // for that object reverts to zero and the default vertex array becomes current. 1082 if(getCurrentVertexArray()->name == vertexArray) 1083 { 1084 bindVertexArray(0); 1085 } 1086 1087 mVertexArrayNameSpace.release(vertexArrayObject->first); 1088 delete vertexArrayObject->second; 1089 mVertexArrayMap.erase(vertexArrayObject); 1090 } 1091} 1092 1093void Context::deleteFenceSync(GLsync fenceSync) 1094{ 1095 // The spec specifies the underlying Fence object is not deleted until all current 1096 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1097 // and since our API is currently designed for being called from a single thread, we can delete 1098 // the fence immediately. 1099 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1100} 1101 1102void Context::deleteTransformFeedback(GLuint transformFeedback) 1103{ 1104 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1105 1106 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1107 { 1108 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1109 delete transformFeedbackObject->second; 1110 mTransformFeedbackMap.erase(transformFeedbackObject); 1111 } 1112} 1113 1114void Context::deleteSampler(GLuint sampler) 1115{ 1116 if(mResourceManager->getSampler(sampler)) 1117 { 1118 detachSampler(sampler); 1119 } 1120 1121 mResourceManager->deleteSampler(sampler); 1122} 1123 1124Buffer *Context::getBuffer(GLuint handle) const 1125{ 1126 return mResourceManager->getBuffer(handle); 1127} 1128 1129Shader *Context::getShader(GLuint handle) const 1130{ 1131 return mResourceManager->getShader(handle); 1132} 1133 1134Program *Context::getProgram(GLuint handle) const 1135{ 1136 return mResourceManager->getProgram(handle); 1137} 1138 1139Texture *Context::getTexture(GLuint handle) const 1140{ 1141 return mResourceManager->getTexture(handle); 1142} 1143 1144Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1145{ 1146 return mResourceManager->getRenderbuffer(handle); 1147} 1148 1149Framebuffer *Context::getReadFramebuffer() const 1150{ 1151 return getFramebuffer(mState.readFramebuffer); 1152} 1153 1154Framebuffer *Context::getDrawFramebuffer() const 1155{ 1156 return getFramebuffer(mState.drawFramebuffer); 1157} 1158 1159void Context::bindArrayBuffer(unsigned int buffer) 1160{ 1161 mResourceManager->checkBufferAllocation(buffer); 1162 1163 mState.arrayBuffer = getBuffer(buffer); 1164} 1165 1166void Context::bindElementArrayBuffer(unsigned int buffer) 1167{ 1168 mResourceManager->checkBufferAllocation(buffer); 1169 1170 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1171} 1172 1173void Context::bindCopyReadBuffer(GLuint buffer) 1174{ 1175 mResourceManager->checkBufferAllocation(buffer); 1176 1177 mState.copyReadBuffer = getBuffer(buffer); 1178} 1179 1180void Context::bindCopyWriteBuffer(GLuint buffer) 1181{ 1182 mResourceManager->checkBufferAllocation(buffer); 1183 1184 mState.copyWriteBuffer = getBuffer(buffer); 1185} 1186 1187void Context::bindPixelPackBuffer(GLuint buffer) 1188{ 1189 mResourceManager->checkBufferAllocation(buffer); 1190 1191 mState.pixelPackBuffer = getBuffer(buffer); 1192} 1193 1194void Context::bindPixelUnpackBuffer(GLuint buffer) 1195{ 1196 mResourceManager->checkBufferAllocation(buffer); 1197 1198 mState.pixelUnpackBuffer = getBuffer(buffer); 1199} 1200 1201void Context::bindTransformFeedbackBuffer(GLuint buffer) 1202{ 1203 mResourceManager->checkBufferAllocation(buffer); 1204 1205 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1206 1207 if(transformFeedback) 1208 { 1209 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1210 } 1211} 1212 1213void Context::bindTexture2D(GLuint texture) 1214{ 1215 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1216 1217 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1218} 1219 1220void Context::bindTextureCubeMap(GLuint texture) 1221{ 1222 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1223 1224 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1225} 1226 1227void Context::bindTextureExternal(GLuint texture) 1228{ 1229 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1230 1231 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1232} 1233 1234void Context::bindTexture3D(GLuint texture) 1235{ 1236 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1237 1238 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1239} 1240 1241void Context::bindTexture2DArray(GLuint texture) 1242{ 1243 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1244 1245 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1246} 1247 1248void Context::bindReadFramebuffer(GLuint framebuffer) 1249{ 1250 if(!getFramebuffer(framebuffer)) 1251 { 1252 mFramebufferMap[framebuffer] = new Framebuffer(); 1253 } 1254 1255 mState.readFramebuffer = framebuffer; 1256} 1257 1258void Context::bindDrawFramebuffer(GLuint framebuffer) 1259{ 1260 if(!getFramebuffer(framebuffer)) 1261 { 1262 mFramebufferMap[framebuffer] = new Framebuffer(); 1263 } 1264 1265 mState.drawFramebuffer = framebuffer; 1266} 1267 1268void Context::bindRenderbuffer(GLuint renderbuffer) 1269{ 1270 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1271 1272 mState.renderbuffer = getRenderbuffer(renderbuffer); 1273} 1274 1275void Context::bindVertexArray(GLuint array) 1276{ 1277 VertexArray *vertexArray = getVertexArray(array); 1278 1279 if(!vertexArray) 1280 { 1281 vertexArray = new VertexArray(array); 1282 mVertexArrayMap[array] = vertexArray; 1283 } 1284 1285 mState.vertexArray = array; 1286} 1287 1288void Context::bindGenericUniformBuffer(GLuint buffer) 1289{ 1290 mResourceManager->checkBufferAllocation(buffer); 1291 1292 mState.genericUniformBuffer = getBuffer(buffer); 1293} 1294 1295void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1296{ 1297 mResourceManager->checkBufferAllocation(buffer); 1298 1299 Buffer* bufferObject = getBuffer(buffer); 1300 mState.uniformBuffers[index].set(bufferObject, offset, size); 1301} 1302 1303void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1304{ 1305 mResourceManager->checkBufferAllocation(buffer); 1306 1307 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1308} 1309 1310void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1311{ 1312 mResourceManager->checkBufferAllocation(buffer); 1313 1314 Buffer* bufferObject = getBuffer(buffer); 1315 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1316} 1317 1318bool Context::bindTransformFeedback(GLuint id) 1319{ 1320 if(!getTransformFeedback(id)) 1321 { 1322 mTransformFeedbackMap[id] = new TransformFeedback(id); 1323 } 1324 1325 mState.transformFeedback = id; 1326 1327 return true; 1328} 1329 1330bool Context::bindSampler(GLuint unit, GLuint sampler) 1331{ 1332 mResourceManager->checkSamplerAllocation(sampler); 1333 1334 Sampler* samplerObject = getSampler(sampler); 1335 1336 if(sampler) 1337 { 1338 mState.sampler[unit] = samplerObject; 1339 } 1340 1341 return !!samplerObject; 1342} 1343 1344void Context::useProgram(GLuint program) 1345{ 1346 GLuint priorProgram = mState.currentProgram; 1347 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1348 1349 if(priorProgram != program) 1350 { 1351 Program *newProgram = mResourceManager->getProgram(program); 1352 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1353 1354 if(newProgram) 1355 { 1356 newProgram->addRef(); 1357 } 1358 1359 if(oldProgram) 1360 { 1361 oldProgram->release(); 1362 } 1363 } 1364} 1365 1366void Context::beginQuery(GLenum target, GLuint query) 1367{ 1368 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1369 // of zero, if the active query object name for <target> is non-zero (for the 1370 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1371 // the active query for either target is non-zero), if <id> is the name of an 1372 // existing query object whose type does not match <target>, or if <id> is the 1373 // active query object name for any query type, the error INVALID_OPERATION is 1374 // generated. 1375 1376 // Ensure no other queries are active 1377 // NOTE: If other queries than occlusion are supported, we will need to check 1378 // separately that: 1379 // a) The query ID passed is not the current active query for any target/type 1380 // b) There are no active queries for the requested target (and in the case 1381 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1382 // no query may be active for either if glBeginQuery targets either. 1383 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1384 { 1385 if(mState.activeQuery[i] != NULL) 1386 { 1387 return error(GL_INVALID_OPERATION); 1388 } 1389 } 1390 1391 QueryType qType; 1392 switch(target) 1393 { 1394 case GL_ANY_SAMPLES_PASSED_EXT: 1395 qType = QUERY_ANY_SAMPLES_PASSED; 1396 break; 1397 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1398 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1399 break; 1400 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1401 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1402 break; 1403 default: 1404 ASSERT(false); 1405 } 1406 1407 Query *queryObject = createQuery(query, target); 1408 1409 // Check that name was obtained with glGenQueries 1410 if(!queryObject) 1411 { 1412 return error(GL_INVALID_OPERATION); 1413 } 1414 1415 // Check for type mismatch 1416 if(queryObject->getType() != target) 1417 { 1418 return error(GL_INVALID_OPERATION); 1419 } 1420 1421 // Set query as active for specified target 1422 mState.activeQuery[qType] = queryObject; 1423 1424 // Begin query 1425 queryObject->begin(); 1426} 1427 1428void Context::endQuery(GLenum target) 1429{ 1430 QueryType qType; 1431 1432 switch(target) 1433 { 1434 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1435 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1436 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1437 default: UNREACHABLE(target); return; 1438 } 1439 1440 Query *queryObject = mState.activeQuery[qType]; 1441 1442 if(queryObject == NULL) 1443 { 1444 return error(GL_INVALID_OPERATION); 1445 } 1446 1447 queryObject->end(); 1448 1449 mState.activeQuery[qType] = NULL; 1450} 1451 1452void Context::setFramebufferZero(Framebuffer *buffer) 1453{ 1454 delete mFramebufferMap[0]; 1455 mFramebufferMap[0] = buffer; 1456} 1457 1458void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1459{ 1460 Renderbuffer *renderbufferObject = mState.renderbuffer; 1461 renderbufferObject->setStorage(renderbuffer); 1462} 1463 1464Framebuffer *Context::getFramebuffer(unsigned int handle) const 1465{ 1466 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1467 1468 if(framebuffer == mFramebufferMap.end()) 1469 { 1470 return NULL; 1471 } 1472 else 1473 { 1474 return framebuffer->second; 1475 } 1476} 1477 1478Fence *Context::getFence(unsigned int handle) const 1479{ 1480 FenceMap::const_iterator fence = mFenceMap.find(handle); 1481 1482 if(fence == mFenceMap.end()) 1483 { 1484 return NULL; 1485 } 1486 else 1487 { 1488 return fence->second; 1489 } 1490} 1491 1492FenceSync *Context::getFenceSync(GLsync handle) const 1493{ 1494 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1495} 1496 1497Query *Context::getQuery(unsigned int handle) const 1498{ 1499 QueryMap::const_iterator query = mQueryMap.find(handle); 1500 1501 if(query == mQueryMap.end()) 1502 { 1503 return NULL; 1504 } 1505 else 1506 { 1507 return query->second; 1508 } 1509} 1510 1511Query *Context::createQuery(unsigned int handle, GLenum type) 1512{ 1513 QueryMap::iterator query = mQueryMap.find(handle); 1514 1515 if(query == mQueryMap.end()) 1516 { 1517 return NULL; 1518 } 1519 else 1520 { 1521 if(!query->second) 1522 { 1523 query->second = new Query(handle, type); 1524 query->second->addRef(); 1525 } 1526 1527 return query->second; 1528 } 1529} 1530 1531VertexArray *Context::getVertexArray(GLuint array) const 1532{ 1533 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1534 1535 return (vertexArray == mVertexArrayMap.end()) ? nullptr : vertexArray->second; 1536} 1537 1538VertexArray *Context::getCurrentVertexArray() const 1539{ 1540 return getVertexArray(mState.vertexArray); 1541} 1542 1543bool Context::isVertexArray(GLuint array) const 1544{ 1545 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1546 1547 return vertexArray != mVertexArrayMap.end(); 1548} 1549 1550bool Context::hasZeroDivisor() const 1551{ 1552 // Verify there is at least one active attribute with a divisor of zero 1553 es2::Program *programObject = getCurrentProgram(); 1554 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1555 { 1556 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1557 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1558 { 1559 return true; 1560 } 1561 } 1562 1563 return false; 1564} 1565 1566TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1567{ 1568 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1569 1570 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1571} 1572 1573Sampler *Context::getSampler(GLuint sampler) const 1574{ 1575 return mResourceManager->getSampler(sampler); 1576} 1577 1578bool Context::isSampler(GLuint sampler) const 1579{ 1580 return mResourceManager->isSampler(sampler); 1581} 1582 1583Buffer *Context::getArrayBuffer() const 1584{ 1585 return mState.arrayBuffer; 1586} 1587 1588Buffer *Context::getElementArrayBuffer() const 1589{ 1590 return getCurrentVertexArray()->getElementArrayBuffer(); 1591} 1592 1593Buffer *Context::getCopyReadBuffer() const 1594{ 1595 return mState.copyReadBuffer; 1596} 1597 1598Buffer *Context::getCopyWriteBuffer() const 1599{ 1600 return mState.copyWriteBuffer; 1601} 1602 1603Buffer *Context::getPixelPackBuffer() const 1604{ 1605 return mState.pixelPackBuffer; 1606} 1607 1608Buffer *Context::getPixelUnpackBuffer() const 1609{ 1610 return mState.pixelUnpackBuffer; 1611} 1612 1613Buffer *Context::getGenericUniformBuffer() const 1614{ 1615 return mState.genericUniformBuffer; 1616} 1617 1618bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1619{ 1620 switch(target) 1621 { 1622 case GL_ARRAY_BUFFER: 1623 *buffer = getArrayBuffer(); 1624 break; 1625 case GL_ELEMENT_ARRAY_BUFFER: 1626 *buffer = getElementArrayBuffer(); 1627 break; 1628 case GL_COPY_READ_BUFFER: 1629 if(clientVersion >= 3) 1630 { 1631 *buffer = getCopyReadBuffer(); 1632 break; 1633 } 1634 else return false; 1635 case GL_COPY_WRITE_BUFFER: 1636 if(clientVersion >= 3) 1637 { 1638 *buffer = getCopyWriteBuffer(); 1639 break; 1640 } 1641 else return false; 1642 case GL_PIXEL_PACK_BUFFER: 1643 if(clientVersion >= 3) 1644 { 1645 *buffer = getPixelPackBuffer(); 1646 break; 1647 } 1648 else return false; 1649 case GL_PIXEL_UNPACK_BUFFER: 1650 if(clientVersion >= 3) 1651 { 1652 *buffer = getPixelUnpackBuffer(); 1653 break; 1654 } 1655 else return false; 1656 case GL_TRANSFORM_FEEDBACK_BUFFER: 1657 if(clientVersion >= 3) 1658 { 1659 TransformFeedback* transformFeedback = getTransformFeedback(); 1660 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1661 break; 1662 } 1663 else return false; 1664 case GL_UNIFORM_BUFFER: 1665 if(clientVersion >= 3) 1666 { 1667 *buffer = getGenericUniformBuffer(); 1668 break; 1669 } 1670 else return false; 1671 default: 1672 return false; 1673 } 1674 return true; 1675} 1676 1677TransformFeedback *Context::getTransformFeedback() const 1678{ 1679 return getTransformFeedback(mState.transformFeedback); 1680} 1681 1682Program *Context::getCurrentProgram() const 1683{ 1684 return mResourceManager->getProgram(mState.currentProgram); 1685} 1686 1687Texture2D *Context::getTexture2D() const 1688{ 1689 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1690} 1691 1692Texture3D *Context::getTexture3D() const 1693{ 1694 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1695} 1696 1697Texture2DArray *Context::getTexture2DArray() const 1698{ 1699 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1700} 1701 1702TextureCubeMap *Context::getTextureCubeMap() const 1703{ 1704 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1705} 1706 1707TextureExternal *Context::getTextureExternal() const 1708{ 1709 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1710} 1711 1712Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1713{ 1714 GLuint texid = mState.samplerTexture[type][sampler].name(); 1715 1716 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1717 { 1718 switch (type) 1719 { 1720 case TEXTURE_2D: return mTexture2DZero; 1721 case TEXTURE_3D: return mTexture3DZero; 1722 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1723 case TEXTURE_CUBE: return mTextureCubeMapZero; 1724 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1725 default: UNREACHABLE(type); 1726 } 1727 } 1728 1729 return mState.samplerTexture[type][sampler]; 1730} 1731 1732void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1733{ 1734 mResourceManager->checkSamplerAllocation(sampler); 1735 1736 Sampler *samplerObject = getSampler(sampler); 1737 ASSERT(samplerObject); 1738 1739 switch(pname) 1740 { 1741 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1742 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1743 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1744 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1745 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1746 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1747 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1748 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1749 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1750 default: UNREACHABLE(pname); break; 1751 } 1752} 1753 1754void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1755{ 1756 mResourceManager->checkSamplerAllocation(sampler); 1757 1758 Sampler *samplerObject = getSampler(sampler); 1759 ASSERT(samplerObject); 1760 1761 switch(pname) 1762 { 1763 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1764 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1765 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1766 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1767 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1768 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1769 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1770 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1771 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1772 default: UNREACHABLE(pname); break; 1773 } 1774} 1775 1776GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1777{ 1778 mResourceManager->checkSamplerAllocation(sampler); 1779 1780 Sampler *samplerObject = getSampler(sampler); 1781 ASSERT(samplerObject); 1782 1783 switch(pname) 1784 { 1785 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1786 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1787 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1788 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1789 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1790 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1791 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1792 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1793 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1794 default: UNREACHABLE(pname); return 0; 1795 } 1796} 1797 1798GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1799{ 1800 mResourceManager->checkSamplerAllocation(sampler); 1801 1802 Sampler *samplerObject = getSampler(sampler); 1803 ASSERT(samplerObject); 1804 1805 switch(pname) 1806 { 1807 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1808 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1809 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1810 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1811 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1812 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1813 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1814 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1815 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1816 default: UNREACHABLE(pname); return 0; 1817 } 1818} 1819 1820bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1821{ 1822 switch(pname) 1823 { 1824 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1825 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1826 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1827 case GL_COLOR_WRITEMASK: 1828 params[0] = mState.colorMaskRed; 1829 params[1] = mState.colorMaskGreen; 1830 params[2] = mState.colorMaskBlue; 1831 params[3] = mState.colorMaskAlpha; 1832 break; 1833 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1834 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1835 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1836 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1837 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1838 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1839 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1840 case GL_BLEND: *params = mState.blendEnabled; break; 1841 case GL_DITHER: *params = mState.ditherEnabled; break; 1842 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1843 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1844 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1845 { 1846 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1847 if(transformFeedback) 1848 { 1849 *params = transformFeedback->isActive(); 1850 break; 1851 } 1852 else return false; 1853 } 1854 case GL_TRANSFORM_FEEDBACK_PAUSED: 1855 { 1856 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1857 if(transformFeedback) 1858 { 1859 *params = transformFeedback->isPaused(); 1860 break; 1861 } 1862 else return false; 1863 } 1864 default: 1865 return false; 1866 } 1867 1868 return true; 1869} 1870 1871bool Context::getFloatv(GLenum pname, GLfloat *params) const 1872{ 1873 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1874 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1875 // GetIntegerv as its native query function. As it would require conversion in any 1876 // case, this should make no difference to the calling application. 1877 switch(pname) 1878 { 1879 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1880 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1881 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1882 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1883 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1884 case GL_ALIASED_LINE_WIDTH_RANGE: 1885 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1886 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1887 break; 1888 case GL_ALIASED_POINT_SIZE_RANGE: 1889 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1890 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1891 break; 1892 case GL_DEPTH_RANGE: 1893 params[0] = mState.zNear; 1894 params[1] = mState.zFar; 1895 break; 1896 case GL_COLOR_CLEAR_VALUE: 1897 params[0] = mState.colorClearValue.red; 1898 params[1] = mState.colorClearValue.green; 1899 params[2] = mState.colorClearValue.blue; 1900 params[3] = mState.colorClearValue.alpha; 1901 break; 1902 case GL_BLEND_COLOR: 1903 params[0] = mState.blendColor.red; 1904 params[1] = mState.blendColor.green; 1905 params[2] = mState.blendColor.blue; 1906 params[3] = mState.blendColor.alpha; 1907 break; 1908 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1909 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1910 break; 1911 default: 1912 return false; 1913 } 1914 1915 return true; 1916} 1917 1918template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1919template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1920 1921template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1922{ 1923 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1924 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1925 // GetIntegerv as its native query function. As it would require conversion in any 1926 // case, this should make no difference to the calling application. You may find it in 1927 // Context::getFloatv. 1928 switch(pname) 1929 { 1930 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1931 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1932 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1933 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1934 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1935 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1936 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1937 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1938 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1939 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1940 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1941 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1942// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1943 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1944 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1945 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1946 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1947 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1948 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1949 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1950 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1951 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1952 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1953 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1954 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break; 1955 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1956 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1957 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break; 1958 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1959 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1960 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1961 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1962 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1963 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1964 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1965 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1966 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1967 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1968 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1969 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1970 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1971 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break; 1972 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break; 1973 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1974 case GL_SUBPIXEL_BITS: *params = 4; break; 1975 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1976 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1977 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1978 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1979 case GL_SAMPLE_BUFFERS: 1980 case GL_SAMPLES: 1981 { 1982 Framebuffer *framebuffer = getDrawFramebuffer(); 1983 int width, height, samples; 1984 1985 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1986 { 1987 switch(pname) 1988 { 1989 case GL_SAMPLE_BUFFERS: 1990 if(samples > 1) 1991 { 1992 *params = 1; 1993 } 1994 else 1995 { 1996 *params = 0; 1997 } 1998 break; 1999 case GL_SAMPLES: 2000 *params = samples; 2001 break; 2002 } 2003 } 2004 else 2005 { 2006 *params = 0; 2007 } 2008 } 2009 break; 2010 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2011 { 2012 Framebuffer *framebuffer = getReadFramebuffer(); 2013 *params = framebuffer->getImplementationColorReadType(); 2014 } 2015 break; 2016 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2017 { 2018 Framebuffer *framebuffer = getReadFramebuffer(); 2019 *params = framebuffer->getImplementationColorReadFormat(); 2020 } 2021 break; 2022 case GL_MAX_VIEWPORT_DIMS: 2023 { 2024 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2025 params[0] = maxDimension; 2026 params[1] = maxDimension; 2027 } 2028 break; 2029 case GL_COMPRESSED_TEXTURE_FORMATS: 2030 { 2031 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2032 { 2033 params[i] = compressedTextureFormats[i]; 2034 } 2035 } 2036 break; 2037 case GL_VIEWPORT: 2038 params[0] = mState.viewportX; 2039 params[1] = mState.viewportY; 2040 params[2] = mState.viewportWidth; 2041 params[3] = mState.viewportHeight; 2042 break; 2043 case GL_SCISSOR_BOX: 2044 params[0] = mState.scissorX; 2045 params[1] = mState.scissorY; 2046 params[2] = mState.scissorWidth; 2047 params[3] = mState.scissorHeight; 2048 break; 2049 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 2050 case GL_FRONT_FACE: *params = mState.frontFace; break; 2051 case GL_RED_BITS: 2052 case GL_GREEN_BITS: 2053 case GL_BLUE_BITS: 2054 case GL_ALPHA_BITS: 2055 { 2056 Framebuffer *framebuffer = getDrawFramebuffer(); 2057 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2058 2059 if(colorbuffer) 2060 { 2061 switch (pname) 2062 { 2063 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 2064 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 2065 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 2066 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 2067 } 2068 } 2069 else 2070 { 2071 *params = 0; 2072 } 2073 } 2074 break; 2075 case GL_DEPTH_BITS: 2076 { 2077 Framebuffer *framebuffer = getDrawFramebuffer(); 2078 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2079 2080 if(depthbuffer) 2081 { 2082 *params = depthbuffer->getDepthSize(); 2083 } 2084 else 2085 { 2086 *params = 0; 2087 } 2088 } 2089 break; 2090 case GL_STENCIL_BITS: 2091 { 2092 Framebuffer *framebuffer = getDrawFramebuffer(); 2093 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2094 2095 if(stencilbuffer) 2096 { 2097 *params = stencilbuffer->getStencilSize(); 2098 } 2099 else 2100 { 2101 *params = 0; 2102 } 2103 } 2104 break; 2105 case GL_TEXTURE_BINDING_2D: 2106 { 2107 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2108 { 2109 error(GL_INVALID_OPERATION); 2110 return false; 2111 } 2112 2113 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2114 } 2115 break; 2116 case GL_TEXTURE_BINDING_CUBE_MAP: 2117 { 2118 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2119 { 2120 error(GL_INVALID_OPERATION); 2121 return false; 2122 } 2123 2124 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2125 } 2126 break; 2127 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2128 { 2129 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2130 { 2131 error(GL_INVALID_OPERATION); 2132 return false; 2133 } 2134 2135 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2136 } 2137 break; 2138 case GL_TEXTURE_BINDING_3D_OES: 2139 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2140 { 2141 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2142 { 2143 error(GL_INVALID_OPERATION); 2144 return false; 2145 } 2146 2147 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2148 } 2149 break; 2150 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2151 if(clientVersion >= 3) 2152 { 2153 *params = mState.copyReadBuffer.name(); 2154 } 2155 else 2156 { 2157 return false; 2158 } 2159 break; 2160 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2161 if(clientVersion >= 3) 2162 { 2163 *params = mState.copyWriteBuffer.name(); 2164 } 2165 else 2166 { 2167 return false; 2168 } 2169 break; 2170 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2171 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2172 case GL_DRAW_BUFFER2: 2173 case GL_DRAW_BUFFER3: 2174 case GL_DRAW_BUFFER4: 2175 case GL_DRAW_BUFFER5: 2176 case GL_DRAW_BUFFER6: 2177 case GL_DRAW_BUFFER7: 2178 case GL_DRAW_BUFFER8: 2179 case GL_DRAW_BUFFER9: 2180 case GL_DRAW_BUFFER10: 2181 case GL_DRAW_BUFFER11: 2182 case GL_DRAW_BUFFER12: 2183 case GL_DRAW_BUFFER13: 2184 case GL_DRAW_BUFFER14: 2185 case GL_DRAW_BUFFER15: 2186 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2187 break; 2188 case GL_MAJOR_VERSION: // integer, at least 3 2189 if(clientVersion >= 3) 2190 { 2191 *params = clientVersion; 2192 } 2193 else 2194 { 2195 return false; 2196 } 2197 break; 2198 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2199 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2200 break; 2201 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2202 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2203 break; 2204 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2205 UNIMPLEMENTED(); 2206 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2207 break; 2208 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2209 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2210 break; 2211 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2212 UNIMPLEMENTED(); 2213 *params = 70; 2214 break; 2215 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2216 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2217 break; 2218 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2219 UNIMPLEMENTED(); 2220 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2221 break; 2222 case GL_MAX_ELEMENT_INDEX: 2223 *params = MAX_ELEMENT_INDEX; 2224 break; 2225 case GL_MAX_ELEMENTS_INDICES: 2226 *params = MAX_ELEMENTS_INDICES; 2227 break; 2228 case GL_MAX_ELEMENTS_VERTICES: 2229 *params = MAX_ELEMENTS_VERTICES; 2230 break; 2231 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2232 UNIMPLEMENTED(); 2233 *params = 128; 2234 break; 2235 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2236 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2237 break; 2238 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896 2239 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2240 break; 2241 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2242 UNIMPLEMENTED(); 2243 *params = 7; 2244 break; 2245 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2246 UNIMPLEMENTED(); 2247 *params = 0; 2248 break; 2249 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2250 UNIMPLEMENTED(); 2251 *params = 2; 2252 break; 2253 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2254 UNIMPLEMENTED(); 2255 *params = 64; 2256 break; 2257 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2258 UNIMPLEMENTED(); 2259 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2260 break; 2261 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2262 UNIMPLEMENTED(); 2263 *params = 4; 2264 break; 2265 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2266 *params = MAX_UNIFORM_BLOCK_SIZE; 2267 break; 2268 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24 2269 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2270 break; 2271 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2272 UNIMPLEMENTED(); 2273 *params = 60; 2274 break; 2275 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2276 UNIMPLEMENTED(); 2277 *params = 64; 2278 break; 2279 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2280 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2281 break; 2282 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2283 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2284 break; 2285 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2286 UNIMPLEMENTED(); 2287 *params = -8; 2288 break; 2289 case GL_MINOR_VERSION: // integer 2290 UNIMPLEMENTED(); 2291 *params = 0; 2292 break; 2293 case GL_NUM_EXTENSIONS: // integer 2294 GLuint numExtensions; 2295 getExtensions(0, &numExtensions); 2296 *params = numExtensions; 2297 break; 2298 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2299 UNIMPLEMENTED(); 2300 *params = 0; 2301 break; 2302 case GL_PACK_ROW_LENGTH: // integer, initially 0 2303 *params = mState.packRowLength; 2304 break; 2305 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2306 *params = mState.packSkipPixels; 2307 break; 2308 case GL_PACK_SKIP_ROWS: // integer, initially 0 2309 *params = mState.packSkipRows; 2310 break; 2311 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2312 if(clientVersion >= 3) 2313 { 2314 *params = mState.pixelPackBuffer.name(); 2315 } 2316 else 2317 { 2318 return false; 2319 } 2320 break; 2321 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2322 if(clientVersion >= 3) 2323 { 2324 *params = mState.pixelUnpackBuffer.name(); 2325 } 2326 else 2327 { 2328 return false; 2329 } 2330 break; 2331 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2332 UNIMPLEMENTED(); 2333 *params = 0; 2334 break; 2335 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2336 *params = getReadFramebuffer()->getReadBuffer(); 2337 break; 2338 case GL_SAMPLER_BINDING: // GLint, default 0 2339 *params = mState.sampler[mState.activeSampler].name(); 2340 break; 2341 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2342 if(clientVersion >= 3) 2343 { 2344 *params = mState.genericUniformBuffer.name(); 2345 } 2346 else 2347 { 2348 return false; 2349 } 2350 break; 2351 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2352 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2353 break; 2354 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2355 if(clientVersion >= 3) 2356 { 2357 *params = mState.genericUniformBuffer->size(); 2358 } 2359 else 2360 { 2361 return false; 2362 } 2363 break; 2364 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2365 if(clientVersion >= 3) 2366 { 2367 *params = mState.genericUniformBuffer->offset(); 2368 } 2369 else 2370 { 2371 return false; 2372 } 2373 *params = 0; 2374 break; 2375 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2376 *params = mState.unpackInfo.imageHeight; 2377 break; 2378 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2379 *params = mState.unpackInfo.rowLength; 2380 break; 2381 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2382 *params = mState.unpackInfo.skipImages; 2383 break; 2384 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2385 *params = mState.unpackInfo.skipPixels; 2386 break; 2387 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2388 *params = mState.unpackInfo.skipRows; 2389 break; 2390 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2391 *params = getCurrentVertexArray()->name; 2392 break; 2393 case GL_TRANSFORM_FEEDBACK_BINDING: 2394 { 2395 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2396 if(transformFeedback) 2397 { 2398 *params = transformFeedback->name; 2399 } 2400 else 2401 { 2402 return false; 2403 } 2404 } 2405 break; 2406 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2407 { 2408 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2409 if(transformFeedback) 2410 { 2411 *params = transformFeedback->getGenericBufferName(); 2412 } 2413 else 2414 { 2415 return false; 2416 } 2417 } 2418 break; 2419 default: 2420 return false; 2421 } 2422 2423 return true; 2424} 2425 2426template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2427template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2428 2429template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2430{ 2431 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2432 if(!transformFeedback) 2433 { 2434 return false; 2435 } 2436 2437 switch(pname) 2438 { 2439 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2440 *param = transformFeedback->name; 2441 break; 2442 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2443 *param = transformFeedback->isActive(); 2444 break; 2445 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2446 *param = transformFeedback->getBufferName(index); 2447 break; 2448 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2449 *param = transformFeedback->isPaused(); 2450 break; 2451 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2452 if(transformFeedback->getBuffer(index)) 2453 { 2454 *param = transformFeedback->getSize(index); 2455 break; 2456 } 2457 else return false; 2458 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2459 if(transformFeedback->getBuffer(index)) 2460 { 2461 *param = transformFeedback->getOffset(index); 2462 break; 2463 } 2464 else return false; 2465 default: 2466 return false; 2467 } 2468 2469 return true; 2470} 2471 2472template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2473template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2474 2475template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2476{ 2477 const UniformBufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2478 2479 switch(pname) 2480 { 2481 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2482 *param = uniformBuffer.get().name(); 2483 break; 2484 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2485 *param = uniformBuffer.getSize(); 2486 break; 2487 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2488 *param = uniformBuffer.getOffset(); 2489 break; 2490 default: 2491 return false; 2492 } 2493 2494 return true; 2495} 2496 2497bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2498{ 2499 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2500 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2501 // to the fact that it is stored internally as a float, and so would require conversion 2502 // if returned from Context::getIntegerv. Since this conversion is already implemented 2503 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2504 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2505 // application. 2506 switch(pname) 2507 { 2508 case GL_COMPRESSED_TEXTURE_FORMATS: 2509 { 2510 *type = GL_INT; 2511 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2512 } 2513 break; 2514 case GL_SHADER_BINARY_FORMATS: 2515 { 2516 *type = GL_INT; 2517 *numParams = 0; 2518 } 2519 break; 2520 case GL_MAX_VERTEX_ATTRIBS: 2521 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2522 case GL_MAX_VARYING_VECTORS: 2523 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2524 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2525 case GL_MAX_TEXTURE_IMAGE_UNITS: 2526 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2527 case GL_MAX_RENDERBUFFER_SIZE: 2528 case GL_NUM_SHADER_BINARY_FORMATS: 2529 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2530 case GL_ARRAY_BUFFER_BINDING: 2531 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2532 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2533 case GL_RENDERBUFFER_BINDING: 2534 case GL_CURRENT_PROGRAM: 2535 case GL_PACK_ALIGNMENT: 2536 case GL_UNPACK_ALIGNMENT: 2537 case GL_GENERATE_MIPMAP_HINT: 2538 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2539 case GL_RED_BITS: 2540 case GL_GREEN_BITS: 2541 case GL_BLUE_BITS: 2542 case GL_ALPHA_BITS: 2543 case GL_DEPTH_BITS: 2544 case GL_STENCIL_BITS: 2545 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2546 case GL_CULL_FACE_MODE: 2547 case GL_FRONT_FACE: 2548 case GL_ACTIVE_TEXTURE: 2549 case GL_STENCIL_FUNC: 2550 case GL_STENCIL_VALUE_MASK: 2551 case GL_STENCIL_REF: 2552 case GL_STENCIL_FAIL: 2553 case GL_STENCIL_PASS_DEPTH_FAIL: 2554 case GL_STENCIL_PASS_DEPTH_PASS: 2555 case GL_STENCIL_BACK_FUNC: 2556 case GL_STENCIL_BACK_VALUE_MASK: 2557 case GL_STENCIL_BACK_REF: 2558 case GL_STENCIL_BACK_FAIL: 2559 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2560 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2561 case GL_DEPTH_FUNC: 2562 case GL_BLEND_SRC_RGB: 2563 case GL_BLEND_SRC_ALPHA: 2564 case GL_BLEND_DST_RGB: 2565 case GL_BLEND_DST_ALPHA: 2566 case GL_BLEND_EQUATION_RGB: 2567 case GL_BLEND_EQUATION_ALPHA: 2568 case GL_STENCIL_WRITEMASK: 2569 case GL_STENCIL_BACK_WRITEMASK: 2570 case GL_STENCIL_CLEAR_VALUE: 2571 case GL_SUBPIXEL_BITS: 2572 case GL_MAX_TEXTURE_SIZE: 2573 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2574 case GL_SAMPLE_BUFFERS: 2575 case GL_SAMPLES: 2576 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2577 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2578 case GL_TEXTURE_BINDING_2D: 2579 case GL_TEXTURE_BINDING_CUBE_MAP: 2580 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2581 case GL_TEXTURE_BINDING_3D_OES: 2582 case GL_COPY_READ_BUFFER_BINDING: 2583 case GL_COPY_WRITE_BUFFER_BINDING: 2584 case GL_DRAW_BUFFER0: 2585 case GL_DRAW_BUFFER1: 2586 case GL_DRAW_BUFFER2: 2587 case GL_DRAW_BUFFER3: 2588 case GL_DRAW_BUFFER4: 2589 case GL_DRAW_BUFFER5: 2590 case GL_DRAW_BUFFER6: 2591 case GL_DRAW_BUFFER7: 2592 case GL_DRAW_BUFFER8: 2593 case GL_DRAW_BUFFER9: 2594 case GL_DRAW_BUFFER10: 2595 case GL_DRAW_BUFFER11: 2596 case GL_DRAW_BUFFER12: 2597 case GL_DRAW_BUFFER13: 2598 case GL_DRAW_BUFFER14: 2599 case GL_DRAW_BUFFER15: 2600 case GL_MAJOR_VERSION: 2601 case GL_MAX_3D_TEXTURE_SIZE: 2602 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2603 case GL_MAX_COLOR_ATTACHMENTS: 2604 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2605 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2606 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2607 case GL_MAX_DRAW_BUFFERS: 2608 case GL_MAX_ELEMENT_INDEX: 2609 case GL_MAX_ELEMENTS_INDICES: 2610 case GL_MAX_ELEMENTS_VERTICES: 2611 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2612 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2613 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2614 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2615 case GL_MAX_SERVER_WAIT_TIMEOUT: 2616 case GL_MAX_TEXTURE_LOD_BIAS: 2617 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2618 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2619 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2620 case GL_MAX_UNIFORM_BLOCK_SIZE: 2621 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2622 case GL_MAX_VARYING_COMPONENTS: 2623 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2624 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2625 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2626 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2627 case GL_MINOR_VERSION: 2628 case GL_NUM_EXTENSIONS: 2629 case GL_NUM_PROGRAM_BINARY_FORMATS: 2630 case GL_PACK_ROW_LENGTH: 2631 case GL_PACK_SKIP_PIXELS: 2632 case GL_PACK_SKIP_ROWS: 2633 case GL_PIXEL_PACK_BUFFER_BINDING: 2634 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2635 case GL_PROGRAM_BINARY_FORMATS: 2636 case GL_READ_BUFFER: 2637 case GL_SAMPLER_BINDING: 2638 case GL_TEXTURE_BINDING_2D_ARRAY: 2639 case GL_UNIFORM_BUFFER_BINDING: 2640 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2641 case GL_UNIFORM_BUFFER_SIZE: 2642 case GL_UNIFORM_BUFFER_START: 2643 case GL_UNPACK_IMAGE_HEIGHT: 2644 case GL_UNPACK_ROW_LENGTH: 2645 case GL_UNPACK_SKIP_IMAGES: 2646 case GL_UNPACK_SKIP_PIXELS: 2647 case GL_UNPACK_SKIP_ROWS: 2648 case GL_VERTEX_ARRAY_BINDING: 2649 case GL_TRANSFORM_FEEDBACK_BINDING: 2650 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2651 { 2652 *type = GL_INT; 2653 *numParams = 1; 2654 } 2655 break; 2656 case GL_MAX_SAMPLES_ANGLE: 2657 { 2658 *type = GL_INT; 2659 *numParams = 1; 2660 } 2661 break; 2662 case GL_MAX_VIEWPORT_DIMS: 2663 { 2664 *type = GL_INT; 2665 *numParams = 2; 2666 } 2667 break; 2668 case GL_VIEWPORT: 2669 case GL_SCISSOR_BOX: 2670 { 2671 *type = GL_INT; 2672 *numParams = 4; 2673 } 2674 break; 2675 case GL_SHADER_COMPILER: 2676 case GL_SAMPLE_COVERAGE_INVERT: 2677 case GL_DEPTH_WRITEMASK: 2678 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2679 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2680 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2681 case GL_SAMPLE_COVERAGE: 2682 case GL_SCISSOR_TEST: 2683 case GL_STENCIL_TEST: 2684 case GL_DEPTH_TEST: 2685 case GL_BLEND: 2686 case GL_DITHER: 2687 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2688 case GL_RASTERIZER_DISCARD: 2689 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2690 case GL_TRANSFORM_FEEDBACK_PAUSED: 2691 { 2692 *type = GL_BOOL; 2693 *numParams = 1; 2694 } 2695 break; 2696 case GL_COLOR_WRITEMASK: 2697 { 2698 *type = GL_BOOL; 2699 *numParams = 4; 2700 } 2701 break; 2702 case GL_POLYGON_OFFSET_FACTOR: 2703 case GL_POLYGON_OFFSET_UNITS: 2704 case GL_SAMPLE_COVERAGE_VALUE: 2705 case GL_DEPTH_CLEAR_VALUE: 2706 case GL_LINE_WIDTH: 2707 { 2708 *type = GL_FLOAT; 2709 *numParams = 1; 2710 } 2711 break; 2712 case GL_ALIASED_LINE_WIDTH_RANGE: 2713 case GL_ALIASED_POINT_SIZE_RANGE: 2714 case GL_DEPTH_RANGE: 2715 { 2716 *type = GL_FLOAT; 2717 *numParams = 2; 2718 } 2719 break; 2720 case GL_COLOR_CLEAR_VALUE: 2721 case GL_BLEND_COLOR: 2722 { 2723 *type = GL_FLOAT; 2724 *numParams = 4; 2725 } 2726 break; 2727 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2728 *type = GL_FLOAT; 2729 *numParams = 1; 2730 break; 2731 default: 2732 return false; 2733 } 2734 2735 return true; 2736} 2737 2738void Context::applyScissor(int width, int height) 2739{ 2740 if(mState.scissorTestEnabled) 2741 { 2742 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2743 scissor.clip(0, 0, width, height); 2744 2745 device->setScissorRect(scissor); 2746 device->setScissorEnable(true); 2747 } 2748 else 2749 { 2750 device->setScissorEnable(false); 2751 } 2752} 2753 2754egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2755{ 2756 Framebuffer* framebuffer = getDrawFramebuffer(); 2757 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer); 2758 2759 applyScissor(image->getWidth(), image->getHeight()); 2760 2761 device->getScissoredRegion(image, x0, y0, width, height); 2762 2763 return image; 2764} 2765 2766// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2767bool Context::applyRenderTarget() 2768{ 2769 Framebuffer *framebuffer = getDrawFramebuffer(); 2770 int width, height, samples; 2771 2772 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2773 { 2774 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2775 } 2776 2777 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2778 { 2779 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2780 device->setRenderTarget(i, renderTarget); 2781 if(renderTarget) renderTarget->release(); 2782 } 2783 2784 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2785 device->setDepthStencilSurface(depthStencil); 2786 if(depthStencil) depthStencil->release(); 2787 2788 Viewport viewport; 2789 float zNear = clamp01(mState.zNear); 2790 float zFar = clamp01(mState.zFar); 2791 2792 viewport.x0 = mState.viewportX; 2793 viewport.y0 = mState.viewportY; 2794 viewport.width = mState.viewportWidth; 2795 viewport.height = mState.viewportHeight; 2796 viewport.minZ = zNear; 2797 viewport.maxZ = zFar; 2798 2799 device->setViewport(viewport); 2800 2801 applyScissor(width, height); 2802 2803 Program *program = getCurrentProgram(); 2804 2805 if(program) 2806 { 2807 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2808 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2809 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2810 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2811 } 2812 2813 return true; 2814} 2815 2816// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2817void Context::applyState(GLenum drawMode) 2818{ 2819 Framebuffer *framebuffer = getDrawFramebuffer(); 2820 2821 if(mState.cullFaceEnabled) 2822 { 2823 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2824 } 2825 else 2826 { 2827 device->setCullMode(sw::CULL_NONE); 2828 } 2829 2830 if(mDepthStateDirty) 2831 { 2832 if(mState.depthTestEnabled) 2833 { 2834 device->setDepthBufferEnable(true); 2835 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2836 } 2837 else 2838 { 2839 device->setDepthBufferEnable(false); 2840 } 2841 2842 mDepthStateDirty = false; 2843 } 2844 2845 if(mBlendStateDirty) 2846 { 2847 if(mState.blendEnabled) 2848 { 2849 device->setAlphaBlendEnable(true); 2850 device->setSeparateAlphaBlendEnable(true); 2851 2852 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2853 2854 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2855 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2856 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2857 2858 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2859 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2860 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2861 } 2862 else 2863 { 2864 device->setAlphaBlendEnable(false); 2865 } 2866 2867 mBlendStateDirty = false; 2868 } 2869 2870 if(mStencilStateDirty || mFrontFaceDirty) 2871 { 2872 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2873 { 2874 device->setStencilEnable(true); 2875 device->setTwoSidedStencil(true); 2876 2877 // get the maximum size of the stencil ref 2878 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2879 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2880 2881 if(mState.frontFace == GL_CCW) 2882 { 2883 device->setStencilWriteMask(mState.stencilWritemask); 2884 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2885 2886 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2887 device->setStencilMask(mState.stencilMask); 2888 2889 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2890 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2891 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2892 2893 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2894 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2895 2896 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2897 device->setStencilMaskCCW(mState.stencilBackMask); 2898 2899 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2900 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2901 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2902 } 2903 else 2904 { 2905 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2906 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2907 2908 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2909 device->setStencilMaskCCW(mState.stencilMask); 2910 2911 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2912 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2913 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2914 2915 device->setStencilWriteMask(mState.stencilBackWritemask); 2916 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2917 2918 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2919 device->setStencilMask(mState.stencilBackMask); 2920 2921 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2922 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2923 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2924 } 2925 } 2926 else 2927 { 2928 device->setStencilEnable(false); 2929 } 2930 2931 mStencilStateDirty = false; 2932 mFrontFaceDirty = false; 2933 } 2934 2935 if(mMaskStateDirty) 2936 { 2937 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2938 device->setDepthWriteEnable(mState.depthMask); 2939 2940 mMaskStateDirty = false; 2941 } 2942 2943 if(mPolygonOffsetStateDirty) 2944 { 2945 if(mState.polygonOffsetFillEnabled) 2946 { 2947 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2948 if(depthbuffer) 2949 { 2950 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2951 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2952 device->setDepthBias(depthBias); 2953 } 2954 } 2955 else 2956 { 2957 device->setSlopeDepthBias(0); 2958 device->setDepthBias(0); 2959 } 2960 2961 mPolygonOffsetStateDirty = false; 2962 } 2963 2964 if(mSampleStateDirty) 2965 { 2966 if(mState.sampleAlphaToCoverageEnabled) 2967 { 2968 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2969 } 2970 else 2971 { 2972 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2973 } 2974 2975 if(mState.sampleCoverageEnabled) 2976 { 2977 unsigned int mask = 0; 2978 if(mState.sampleCoverageValue != 0) 2979 { 2980 int width, height, samples; 2981 framebuffer->completeness(width, height, samples); 2982 2983 float threshold = 0.5f; 2984 2985 for(int i = 0; i < samples; i++) 2986 { 2987 mask <<= 1; 2988 2989 if((i + 1) * mState.sampleCoverageValue >= threshold) 2990 { 2991 threshold += 1.0f; 2992 mask |= 1; 2993 } 2994 } 2995 } 2996 2997 if(mState.sampleCoverageInvert) 2998 { 2999 mask = ~mask; 3000 } 3001 3002 device->setMultiSampleMask(mask); 3003 } 3004 else 3005 { 3006 device->setMultiSampleMask(0xFFFFFFFF); 3007 } 3008 3009 mSampleStateDirty = false; 3010 } 3011 3012 if(mDitherStateDirty) 3013 { 3014 // UNIMPLEMENTED(); // FIXME 3015 3016 mDitherStateDirty = false; 3017 } 3018} 3019 3020GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 3021{ 3022 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 3023 3024 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 3025 if(err != GL_NO_ERROR) 3026 { 3027 return err; 3028 } 3029 3030 Program *program = getCurrentProgram(); 3031 3032 device->resetInputStreams(false); 3033 3034 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3035 { 3036 if(program->getAttributeStream(i) == -1) 3037 { 3038 continue; 3039 } 3040 3041 sw::Resource *resource = attributes[i].vertexBuffer; 3042 const void *buffer = (char*)resource->data() + attributes[i].offset; 3043 3044 int stride = attributes[i].stride; 3045 3046 buffer = (char*)buffer + stride * base; 3047 3048 sw::Stream attribute(resource, buffer, stride); 3049 3050 attribute.type = attributes[i].type; 3051 attribute.count = attributes[i].count; 3052 attribute.normalized = attributes[i].normalized; 3053 3054 int stream = program->getAttributeStream(i); 3055 device->setInputStream(stream, attribute); 3056 } 3057 3058 return GL_NO_ERROR; 3059} 3060 3061// Applies the indices and element array bindings 3062GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3063{ 3064 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 3065 3066 if(err == GL_NO_ERROR) 3067 { 3068 device->setIndexBuffer(indexInfo->indexBuffer); 3069 } 3070 3071 return err; 3072} 3073 3074// Applies the shaders and shader constants 3075void Context::applyShaders() 3076{ 3077 Program *programObject = getCurrentProgram(); 3078 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3079 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3080 3081 device->setVertexShader(vertexShader); 3082 device->setPixelShader(pixelShader); 3083 3084 if(programObject->getSerial() != mAppliedProgramSerial) 3085 { 3086 programObject->dirtyAllUniforms(); 3087 mAppliedProgramSerial = programObject->getSerial(); 3088 } 3089 3090 programObject->applyUniformBuffers(mState.uniformBuffers); 3091 programObject->applyUniforms(); 3092} 3093 3094void Context::applyTextures() 3095{ 3096 applyTextures(sw::SAMPLER_PIXEL); 3097 applyTextures(sw::SAMPLER_VERTEX); 3098} 3099 3100void Context::applyTextures(sw::SamplerType samplerType) 3101{ 3102 Program *programObject = getCurrentProgram(); 3103 3104 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3105 3106 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3107 { 3108 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3109 3110 if(textureUnit != -1) 3111 { 3112 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3113 3114 Texture *texture = getSamplerTexture(textureUnit, textureType); 3115 3116 if(texture->isSamplerComplete()) 3117 { 3118 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3119 3120 Sampler *samplerObject = mState.sampler[textureUnit]; 3121 if(samplerObject) 3122 { 3123 wrapS = samplerObject->getWrapS(); 3124 wrapT = samplerObject->getWrapT(); 3125 wrapR = samplerObject->getWrapR(); 3126 minFilter = samplerObject->getMinFilter(); 3127 magFilter = samplerObject->getMagFilter(); 3128 } 3129 else 3130 { 3131 wrapS = texture->getWrapS(); 3132 wrapT = texture->getWrapT(); 3133 wrapR = texture->getWrapR(); 3134 minFilter = texture->getMinFilter(); 3135 magFilter = texture->getMagFilter(); 3136 } 3137 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3138 3139 GLenum swizzleR = texture->getSwizzleR(); 3140 GLenum swizzleG = texture->getSwizzleG(); 3141 GLenum swizzleB = texture->getSwizzleB(); 3142 GLenum swizzleA = texture->getSwizzleA(); 3143 3144 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3145 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3146 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3147 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3148 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3149 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3150 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3151 3152 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3153 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3154 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3155 3156 applyTexture(samplerType, samplerIndex, texture); 3157 } 3158 else 3159 { 3160 applyTexture(samplerType, samplerIndex, nullptr); 3161 } 3162 } 3163 else 3164 { 3165 applyTexture(samplerType, samplerIndex, nullptr); 3166 } 3167 } 3168} 3169 3170void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3171{ 3172 Program *program = getCurrentProgram(); 3173 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3174 bool textureUsed = false; 3175 3176 if(type == sw::SAMPLER_PIXEL) 3177 { 3178 textureUsed = program->getPixelShader()->usesSampler(index); 3179 } 3180 else if(type == sw::SAMPLER_VERTEX) 3181 { 3182 textureUsed = program->getVertexShader()->usesSampler(index); 3183 } 3184 else UNREACHABLE(type); 3185 3186 sw::Resource *resource = 0; 3187 3188 if(baseTexture && textureUsed) 3189 { 3190 resource = baseTexture->getResource(); 3191 } 3192 3193 device->setTextureResource(sampler, resource); 3194 3195 if(baseTexture && textureUsed) 3196 { 3197 int levelCount = baseTexture->getLevelCount(); 3198 3199 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3200 { 3201 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3202 3203 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3204 { 3205 int surfaceLevel = mipmapLevel; 3206 3207 if(surfaceLevel < 0) 3208 { 3209 surfaceLevel = 0; 3210 } 3211 else if(surfaceLevel >= levelCount) 3212 { 3213 surfaceLevel = levelCount - 1; 3214 } 3215 3216 egl::Image *surface = texture->getImage(surfaceLevel); 3217 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3218 } 3219 } 3220 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3221 { 3222 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3223 3224 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3225 { 3226 int surfaceLevel = mipmapLevel; 3227 3228 if(surfaceLevel < 0) 3229 { 3230 surfaceLevel = 0; 3231 } 3232 else if(surfaceLevel >= levelCount) 3233 { 3234 surfaceLevel = levelCount - 1; 3235 } 3236 3237 egl::Image *surface = texture->getImage(surfaceLevel); 3238 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3239 } 3240 } 3241 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3242 { 3243 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3244 3245 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3246 { 3247 int surfaceLevel = mipmapLevel; 3248 3249 if(surfaceLevel < 0) 3250 { 3251 surfaceLevel = 0; 3252 } 3253 else if(surfaceLevel >= levelCount) 3254 { 3255 surfaceLevel = levelCount - 1; 3256 } 3257 3258 egl::Image *surface = texture->getImage(surfaceLevel); 3259 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3260 } 3261 } 3262 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3263 { 3264 for(int face = 0; face < 6; face++) 3265 { 3266 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3267 3268 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3269 { 3270 int surfaceLevel = mipmapLevel; 3271 3272 if(surfaceLevel < 0) 3273 { 3274 surfaceLevel = 0; 3275 } 3276 else if(surfaceLevel >= levelCount) 3277 { 3278 surfaceLevel = levelCount - 1; 3279 } 3280 3281 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3282 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3283 } 3284 } 3285 } 3286 else UNIMPLEMENTED(); 3287 } 3288 else 3289 { 3290 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3291 } 3292} 3293 3294void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3295 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3296{ 3297 Framebuffer *framebuffer = getReadFramebuffer(); 3298 int framebufferWidth, framebufferHeight, framebufferSamples; 3299 3300 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3301 { 3302 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3303 } 3304 3305 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3306 { 3307 return error(GL_INVALID_OPERATION); 3308 } 3309 3310 GLenum readFormat = framebuffer->getImplementationColorReadFormat(); 3311 GLenum readType = framebuffer->getImplementationColorReadType(); 3312 3313 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3314 { 3315 return error(GL_INVALID_OPERATION); 3316 } 3317 3318 GLsizei outputPitch = egl::ComputePitch((mState.packRowLength > 0) ? mState.packRowLength : width, format, type, mState.packAlignment); 3319 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3320 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3321 pixels = ((char*)pixels) + (mState.packSkipImages * outputHeight + mState.packSkipRows) * outputPitch + mState.packSkipPixels; 3322 3323 // Sized query sanity check 3324 if(bufSize) 3325 { 3326 int requiredSize = outputPitch * height; 3327 if(requiredSize > *bufSize) 3328 { 3329 return error(GL_INVALID_OPERATION); 3330 } 3331 } 3332 3333 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3334 3335 if(!renderTarget) 3336 { 3337 return error(GL_OUT_OF_MEMORY); 3338 } 3339 3340 x += mState.packSkipPixels; 3341 y += mState.packSkipRows; 3342 sw::Rect rect = {x, y, x + width, y + height}; 3343 sw::Rect dstRect = { 0, 0, width, height }; 3344 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3345 3346 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3347 sw::SliceRect sliceRect(rect); 3348 sw::SliceRect dstSliceRect(dstRect); 3349 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3350 3351 renderTarget->release(); 3352} 3353 3354void Context::clear(GLbitfield mask) 3355{ 3356 Framebuffer *framebuffer = getDrawFramebuffer(); 3357 3358 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3359 { 3360 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3361 } 3362 3363 if(!applyRenderTarget()) 3364 { 3365 return; 3366 } 3367 3368 if(mask & GL_COLOR_BUFFER_BIT) 3369 { 3370 unsigned int rgbaMask = getColorMask(); 3371 3372 if(rgbaMask != 0) 3373 { 3374 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3375 } 3376 } 3377 3378 if(mask & GL_DEPTH_BUFFER_BIT) 3379 { 3380 if(mState.depthMask != 0) 3381 { 3382 float depth = clamp01(mState.depthClearValue); 3383 device->clearDepth(depth); 3384 } 3385 } 3386 3387 if(mask & GL_STENCIL_BUFFER_BIT) 3388 { 3389 if(mState.stencilWritemask != 0) 3390 { 3391 int stencil = mState.stencilClearValue & 0x000000FF; 3392 device->clearStencil(stencil, mState.stencilWritemask); 3393 } 3394 } 3395} 3396 3397void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3398{ 3399 unsigned int rgbaMask = getColorMask(); 3400 if(device && rgbaMask) 3401 { 3402 int x0(0), y0(0), width(0), height(0); 3403 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3404 3405 sw::SliceRect sliceRect; 3406 if(image->getClearRect(x0, y0, width, height, sliceRect)) 3407 { 3408 device->clear(value, format, image, sliceRect, rgbaMask); 3409 } 3410 3411 image->release(); 3412 } 3413} 3414 3415void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3416{ 3417 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3418} 3419 3420void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3421{ 3422 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3423} 3424 3425void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3426{ 3427 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3428} 3429 3430void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3431{ 3432 if(device && mState.depthMask) 3433 { 3434 int x0(0), y0(0), width(0), height(0); 3435 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3436 3437 float depth = clamp01(value[0]); 3438 image->clearDepthBuffer(depth, x0, y0, width, height); 3439 3440 image->release(); 3441 } 3442} 3443 3444void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3445{ 3446 if(device && mState.stencilWritemask) 3447 { 3448 int x0(0), y0(0), width(0), height(0); 3449 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3450 3451 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3452 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3453 3454 image->release(); 3455 } 3456} 3457 3458void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3459{ 3460 if(device && (mState.depthMask || mState.stencilWritemask)) 3461 { 3462 int x0(0), y0(0), width(0), height(0); 3463 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3464 3465 if(mState.stencilWritemask) 3466 { 3467 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3468 } 3469 3470 if(mState.depthMask) 3471 { 3472 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3473 } 3474 3475 image->release(); 3476 } 3477} 3478 3479void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3480{ 3481 if(!mState.currentProgram) 3482 { 3483 return error(GL_INVALID_OPERATION); 3484 } 3485 3486 sw::DrawType primitiveType; 3487 int primitiveCount; 3488 3489 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 3490 return error(GL_INVALID_ENUM); 3491 3492 if(primitiveCount <= 0) 3493 { 3494 return; 3495 } 3496 3497 if(!applyRenderTarget()) 3498 { 3499 return; 3500 } 3501 3502 applyState(mode); 3503 3504 for(int i = 0; i < instanceCount; ++i) 3505 { 3506 device->setInstanceID(i); 3507 3508 GLenum err = applyVertexBuffer(0, first, count, i); 3509 if(err != GL_NO_ERROR) 3510 { 3511 return error(err); 3512 } 3513 3514 applyShaders(); 3515 applyTextures(); 3516 3517 if(!getCurrentProgram()->validateSamplers(false)) 3518 { 3519 return error(GL_INVALID_OPERATION); 3520 } 3521 3522 if(!cullSkipsDraw(mode)) 3523 { 3524 device->drawPrimitive(primitiveType, primitiveCount); 3525 } 3526 } 3527} 3528 3529void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3530{ 3531 if(!mState.currentProgram) 3532 { 3533 return error(GL_INVALID_OPERATION); 3534 } 3535 3536 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3537 { 3538 return error(GL_INVALID_OPERATION); 3539 } 3540 3541 sw::DrawType primitiveType; 3542 int primitiveCount; 3543 3544 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 3545 return error(GL_INVALID_ENUM); 3546 3547 if(primitiveCount <= 0) 3548 { 3549 return; 3550 } 3551 3552 if(!applyRenderTarget()) 3553 { 3554 return; 3555 } 3556 3557 applyState(mode); 3558 3559 for(int i = 0; i < instanceCount; ++i) 3560 { 3561 device->setInstanceID(i); 3562 3563 TranslatedIndexData indexInfo; 3564 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3565 if(err != GL_NO_ERROR) 3566 { 3567 return error(err); 3568 } 3569 3570 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3571 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3572 if(err != GL_NO_ERROR) 3573 { 3574 return error(err); 3575 } 3576 3577 applyShaders(); 3578 applyTextures(); 3579 3580 if(!getCurrentProgram()->validateSamplers(false)) 3581 { 3582 return error(GL_INVALID_OPERATION); 3583 } 3584 3585 if(!cullSkipsDraw(mode)) 3586 { 3587 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3588 } 3589 } 3590} 3591 3592void Context::finish() 3593{ 3594 device->finish(); 3595} 3596 3597void Context::flush() 3598{ 3599 // We don't queue anything without processing it as fast as possible 3600} 3601 3602void Context::recordInvalidEnum() 3603{ 3604 mInvalidEnum = true; 3605} 3606 3607void Context::recordInvalidValue() 3608{ 3609 mInvalidValue = true; 3610} 3611 3612void Context::recordInvalidOperation() 3613{ 3614 mInvalidOperation = true; 3615} 3616 3617void Context::recordOutOfMemory() 3618{ 3619 mOutOfMemory = true; 3620} 3621 3622void Context::recordInvalidFramebufferOperation() 3623{ 3624 mInvalidFramebufferOperation = true; 3625} 3626 3627// Get one of the recorded errors and clear its flag, if any. 3628// [OpenGL ES 2.0.24] section 2.5 page 13. 3629GLenum Context::getError() 3630{ 3631 if(mInvalidEnum) 3632 { 3633 mInvalidEnum = false; 3634 3635 return GL_INVALID_ENUM; 3636 } 3637 3638 if(mInvalidValue) 3639 { 3640 mInvalidValue = false; 3641 3642 return GL_INVALID_VALUE; 3643 } 3644 3645 if(mInvalidOperation) 3646 { 3647 mInvalidOperation = false; 3648 3649 return GL_INVALID_OPERATION; 3650 } 3651 3652 if(mOutOfMemory) 3653 { 3654 mOutOfMemory = false; 3655 3656 return GL_OUT_OF_MEMORY; 3657 } 3658 3659 if(mInvalidFramebufferOperation) 3660 { 3661 mInvalidFramebufferOperation = false; 3662 3663 return GL_INVALID_FRAMEBUFFER_OPERATION; 3664 } 3665 3666 return GL_NO_ERROR; 3667} 3668 3669int Context::getSupportedMultisampleCount(int requested) 3670{ 3671 int supported = 0; 3672 3673 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3674 { 3675 if(supported >= requested) 3676 { 3677 return supported; 3678 } 3679 3680 supported = multisampleCount[i]; 3681 } 3682 3683 return supported; 3684} 3685 3686void Context::detachBuffer(GLuint buffer) 3687{ 3688 // [OpenGL ES 2.0.24] section 2.9 page 22: 3689 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3690 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3691 3692 if(mState.copyReadBuffer.name() == buffer) 3693 { 3694 mState.copyReadBuffer = nullptr; 3695 } 3696 3697 if(mState.copyWriteBuffer.name() == buffer) 3698 { 3699 mState.copyWriteBuffer = nullptr; 3700 } 3701 3702 if(mState.pixelPackBuffer.name() == buffer) 3703 { 3704 mState.pixelPackBuffer = nullptr; 3705 } 3706 3707 if(mState.pixelUnpackBuffer.name() == buffer) 3708 { 3709 mState.pixelUnpackBuffer = nullptr; 3710 } 3711 3712 if(mState.genericUniformBuffer.name() == buffer) 3713 { 3714 mState.genericUniformBuffer = nullptr; 3715 } 3716 3717 if(getArrayBufferName() == buffer) 3718 { 3719 mState.arrayBuffer = nullptr; 3720 } 3721 3722 // Only detach from the current transform feedback 3723 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3724 if(currentTransformFeedback) 3725 { 3726 currentTransformFeedback->detachBuffer(buffer); 3727 } 3728 3729 // Only detach from the current vertex array 3730 VertexArray* currentVertexArray = getCurrentVertexArray(); 3731 if(currentVertexArray) 3732 { 3733 currentVertexArray->detachBuffer(buffer); 3734 } 3735 3736 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3737 { 3738 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3739 { 3740 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3741 } 3742 } 3743} 3744 3745void Context::detachTexture(GLuint texture) 3746{ 3747 // [OpenGL ES 2.0.24] section 3.8 page 84: 3748 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3749 // rebound to texture object zero 3750 3751 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3752 { 3753 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3754 { 3755 if(mState.samplerTexture[type][sampler].name() == texture) 3756 { 3757 mState.samplerTexture[type][sampler] = NULL; 3758 } 3759 } 3760 } 3761 3762 // [OpenGL ES 2.0.24] section 4.4 page 112: 3763 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3764 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3765 // image was attached in the currently bound framebuffer. 3766 3767 Framebuffer *readFramebuffer = getReadFramebuffer(); 3768 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3769 3770 if(readFramebuffer) 3771 { 3772 readFramebuffer->detachTexture(texture); 3773 } 3774 3775 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3776 { 3777 drawFramebuffer->detachTexture(texture); 3778 } 3779} 3780 3781void Context::detachFramebuffer(GLuint framebuffer) 3782{ 3783 // [OpenGL ES 2.0.24] section 4.4 page 107: 3784 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3785 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3786 3787 if(mState.readFramebuffer == framebuffer) 3788 { 3789 bindReadFramebuffer(0); 3790 } 3791 3792 if(mState.drawFramebuffer == framebuffer) 3793 { 3794 bindDrawFramebuffer(0); 3795 } 3796} 3797 3798void Context::detachRenderbuffer(GLuint renderbuffer) 3799{ 3800 // [OpenGL ES 2.0.24] section 4.4 page 109: 3801 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3802 // had been executed with the target RENDERBUFFER and name of zero. 3803 3804 if(mState.renderbuffer.name() == renderbuffer) 3805 { 3806 bindRenderbuffer(0); 3807 } 3808 3809 // [OpenGL ES 2.0.24] section 4.4 page 111: 3810 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3811 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3812 // point to which this image was attached in the currently bound framebuffer. 3813 3814 Framebuffer *readFramebuffer = getReadFramebuffer(); 3815 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3816 3817 if(readFramebuffer) 3818 { 3819 readFramebuffer->detachRenderbuffer(renderbuffer); 3820 } 3821 3822 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3823 { 3824 drawFramebuffer->detachRenderbuffer(renderbuffer); 3825 } 3826} 3827 3828void Context::detachSampler(GLuint sampler) 3829{ 3830 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3831 // If a sampler object that is currently bound to one or more texture units is 3832 // deleted, it is as though BindSampler is called once for each texture unit to 3833 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3834 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3835 { 3836 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3837 if(samplerBinding.name() == sampler) 3838 { 3839 samplerBinding = NULL; 3840 } 3841 } 3842} 3843 3844bool Context::cullSkipsDraw(GLenum drawMode) 3845{ 3846 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3847} 3848 3849bool Context::isTriangleMode(GLenum drawMode) 3850{ 3851 switch (drawMode) 3852 { 3853 case GL_TRIANGLES: 3854 case GL_TRIANGLE_FAN: 3855 case GL_TRIANGLE_STRIP: 3856 return true; 3857 case GL_POINTS: 3858 case GL_LINES: 3859 case GL_LINE_LOOP: 3860 case GL_LINE_STRIP: 3861 return false; 3862 default: UNREACHABLE(drawMode); 3863 } 3864 3865 return false; 3866} 3867 3868void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3869{ 3870 ASSERT(index < MAX_VERTEX_ATTRIBS); 3871 3872 mState.vertexAttribute[index].setCurrentValue(values); 3873 3874 mVertexDataManager->dirtyCurrentValue(index); 3875} 3876 3877void Context::setVertexAttrib(GLuint index, const GLint *values) 3878{ 3879 ASSERT(index < MAX_VERTEX_ATTRIBS); 3880 3881 mState.vertexAttribute[index].setCurrentValue(values); 3882 3883 mVertexDataManager->dirtyCurrentValue(index); 3884} 3885 3886void Context::setVertexAttrib(GLuint index, const GLuint *values) 3887{ 3888 ASSERT(index < MAX_VERTEX_ATTRIBS); 3889 3890 mState.vertexAttribute[index].setCurrentValue(values); 3891 3892 mVertexDataManager->dirtyCurrentValue(index); 3893} 3894 3895void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3896 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3897 GLbitfield mask) 3898{ 3899 Framebuffer *readFramebuffer = getReadFramebuffer(); 3900 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3901 3902 int readBufferWidth, readBufferHeight, readBufferSamples; 3903 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3904 3905 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3906 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3907 { 3908 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3909 } 3910 3911 if(drawBufferSamples > 1) 3912 { 3913 return error(GL_INVALID_OPERATION); 3914 } 3915 3916 sw::SliceRect sourceRect; 3917 sw::SliceRect destRect; 3918 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3919 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3920 3921 if(srcX0 < srcX1) 3922 { 3923 sourceRect.x0 = srcX0; 3924 sourceRect.x1 = srcX1; 3925 } 3926 else 3927 { 3928 sourceRect.x0 = srcX1; 3929 sourceRect.x1 = srcX0; 3930 } 3931 3932 if(dstX0 < dstX1) 3933 { 3934 destRect.x0 = dstX0; 3935 destRect.x1 = dstX1; 3936 } 3937 else 3938 { 3939 destRect.x0 = dstX1; 3940 destRect.x1 = dstX0; 3941 } 3942 3943 if(srcY0 < srcY1) 3944 { 3945 sourceRect.y0 = srcY0; 3946 sourceRect.y1 = srcY1; 3947 } 3948 else 3949 { 3950 sourceRect.y0 = srcY1; 3951 sourceRect.y1 = srcY0; 3952 } 3953 3954 if(dstY0 < dstY1) 3955 { 3956 destRect.y0 = dstY0; 3957 destRect.y1 = dstY1; 3958 } 3959 else 3960 { 3961 destRect.y0 = dstY1; 3962 destRect.y1 = dstY0; 3963 } 3964 3965 sw::Rect sourceScissoredRect = sourceRect; 3966 sw::Rect destScissoredRect = destRect; 3967 3968 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3969 { 3970 if(destRect.x0 < mState.scissorX) 3971 { 3972 int xDiff = mState.scissorX - destRect.x0; 3973 destScissoredRect.x0 = mState.scissorX; 3974 sourceScissoredRect.x0 += xDiff; 3975 } 3976 3977 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3978 { 3979 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3980 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3981 sourceScissoredRect.x1 -= xDiff; 3982 } 3983 3984 if(destRect.y0 < mState.scissorY) 3985 { 3986 int yDiff = mState.scissorY - destRect.y0; 3987 destScissoredRect.y0 = mState.scissorY; 3988 sourceScissoredRect.y0 += yDiff; 3989 } 3990 3991 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3992 { 3993 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3994 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3995 sourceScissoredRect.y1 -= yDiff; 3996 } 3997 } 3998 3999 sw::Rect sourceTrimmedRect = sourceScissoredRect; 4000 sw::Rect destTrimmedRect = destScissoredRect; 4001 4002 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 4003 // the actual draw and read surfaces. 4004 if(sourceTrimmedRect.x0 < 0) 4005 { 4006 int xDiff = 0 - sourceTrimmedRect.x0; 4007 sourceTrimmedRect.x0 = 0; 4008 destTrimmedRect.x0 += xDiff; 4009 } 4010 4011 if(sourceTrimmedRect.x1 > readBufferWidth) 4012 { 4013 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 4014 sourceTrimmedRect.x1 = readBufferWidth; 4015 destTrimmedRect.x1 -= xDiff; 4016 } 4017 4018 if(sourceTrimmedRect.y0 < 0) 4019 { 4020 int yDiff = 0 - sourceTrimmedRect.y0; 4021 sourceTrimmedRect.y0 = 0; 4022 destTrimmedRect.y0 += yDiff; 4023 } 4024 4025 if(sourceTrimmedRect.y1 > readBufferHeight) 4026 { 4027 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4028 sourceTrimmedRect.y1 = readBufferHeight; 4029 destTrimmedRect.y1 -= yDiff; 4030 } 4031 4032 if(destTrimmedRect.x0 < 0) 4033 { 4034 int xDiff = 0 - destTrimmedRect.x0; 4035 destTrimmedRect.x0 = 0; 4036 sourceTrimmedRect.x0 += xDiff; 4037 } 4038 4039 if(destTrimmedRect.x1 > drawBufferWidth) 4040 { 4041 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4042 destTrimmedRect.x1 = drawBufferWidth; 4043 sourceTrimmedRect.x1 -= xDiff; 4044 } 4045 4046 if(destTrimmedRect.y0 < 0) 4047 { 4048 int yDiff = 0 - destTrimmedRect.y0; 4049 destTrimmedRect.y0 = 0; 4050 sourceTrimmedRect.y0 += yDiff; 4051 } 4052 4053 if(destTrimmedRect.y1 > drawBufferHeight) 4054 { 4055 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4056 destTrimmedRect.y1 = drawBufferHeight; 4057 sourceTrimmedRect.y1 -= yDiff; 4058 } 4059 4060 bool partialBufferCopy = false; 4061 4062 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4063 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4064 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4065 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4066 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4067 { 4068 partialBufferCopy = true; 4069 } 4070 4071 bool blitRenderTarget = false; 4072 bool blitDepthStencil = false; 4073 4074 if(mask & GL_COLOR_BUFFER_BIT) 4075 { 4076 const bool validReadType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_TEXTURE_2D || 4077 readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_RENDERBUFFER; 4078 const bool validDrawType = drawFramebuffer->getColorbufferType(0) == GL_TEXTURE_2D || 4079 drawFramebuffer->getColorbufferType(0) == GL_RENDERBUFFER; 4080 if(!validReadType || !validDrawType) 4081 { 4082 return error(GL_INVALID_OPERATION); 4083 } 4084 4085 if(partialBufferCopy && readBufferSamples > 1) 4086 { 4087 return error(GL_INVALID_OPERATION); 4088 } 4089 4090 blitRenderTarget = true; 4091 } 4092 4093 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4094 { 4095 Renderbuffer *readDSBuffer = NULL; 4096 Renderbuffer *drawDSBuffer = NULL; 4097 4098 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4099 // both a depth and stencil buffer, it will be the same buffer. 4100 4101 if(mask & GL_DEPTH_BUFFER_BIT) 4102 { 4103 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4104 { 4105 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4106 { 4107 return error(GL_INVALID_OPERATION); 4108 } 4109 4110 blitDepthStencil = true; 4111 readDSBuffer = readFramebuffer->getDepthbuffer(); 4112 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4113 } 4114 } 4115 4116 if(mask & GL_STENCIL_BUFFER_BIT) 4117 { 4118 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4119 { 4120 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4121 { 4122 return error(GL_INVALID_OPERATION); 4123 } 4124 4125 blitDepthStencil = true; 4126 readDSBuffer = readFramebuffer->getStencilbuffer(); 4127 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4128 } 4129 } 4130 4131 if(partialBufferCopy) 4132 { 4133 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4134 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4135 } 4136 4137 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4138 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4139 { 4140 return error(GL_INVALID_OPERATION); 4141 } 4142 } 4143 4144 if(blitRenderTarget || blitDepthStencil) 4145 { 4146 if(blitRenderTarget) 4147 { 4148 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4149 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4150 4151 if(flipX) 4152 { 4153 swap(destRect.x0, destRect.x1); 4154 } 4155 if(flipy) 4156 { 4157 swap(destRect.y0, destRect.y1); 4158 } 4159 4160 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4161 4162 readRenderTarget->release(); 4163 drawRenderTarget->release(); 4164 4165 if(!success) 4166 { 4167 ERR("BlitFramebuffer failed."); 4168 return; 4169 } 4170 } 4171 4172 if(blitDepthStencil) 4173 { 4174 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4175 4176 if(!success) 4177 { 4178 ERR("BlitFramebuffer failed."); 4179 return; 4180 } 4181 } 4182 } 4183} 4184 4185void Context::bindTexImage(egl::Surface *surface) 4186{ 4187 es2::Texture2D *textureObject = getTexture2D(); 4188 4189 if(textureObject) 4190 { 4191 textureObject->bindTexImage(surface); 4192 } 4193} 4194 4195EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4196{ 4197 GLenum textureTarget = GL_NONE; 4198 4199 switch(target) 4200 { 4201 case EGL_GL_TEXTURE_2D_KHR: 4202 textureTarget = GL_TEXTURE_2D; 4203 break; 4204 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4205 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4206 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4207 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4208 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4209 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4210 textureTarget = GL_TEXTURE_CUBE_MAP; 4211 break; 4212 case EGL_GL_RENDERBUFFER_KHR: 4213 break; 4214 default: 4215 return EGL_BAD_PARAMETER; 4216 } 4217 4218 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4219 { 4220 return EGL_BAD_MATCH; 4221 } 4222 4223 if(textureTarget != GL_NONE) 4224 { 4225 es2::Texture *texture = getTexture(name); 4226 4227 if(!texture || texture->getTarget() != textureTarget) 4228 { 4229 return EGL_BAD_PARAMETER; 4230 } 4231 4232 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4233 { 4234 return EGL_BAD_ACCESS; 4235 } 4236 4237 if(textureLevel != 0 && !texture->isSamplerComplete()) 4238 { 4239 return EGL_BAD_PARAMETER; 4240 } 4241 4242 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4243 { 4244 return EGL_BAD_PARAMETER; 4245 } 4246 } 4247 else if(target == EGL_GL_RENDERBUFFER_KHR) 4248 { 4249 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4250 4251 if(!renderbuffer) 4252 { 4253 return EGL_BAD_PARAMETER; 4254 } 4255 4256 if(renderbuffer->isShared()) // Already an EGLImage sibling 4257 { 4258 return EGL_BAD_ACCESS; 4259 } 4260 } 4261 else UNREACHABLE(target); 4262 4263 return EGL_SUCCESS; 4264} 4265 4266egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4267{ 4268 GLenum textureTarget = GL_NONE; 4269 4270 switch(target) 4271 { 4272 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4273 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4274 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4275 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4276 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4277 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4278 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4279 } 4280 4281 if(textureTarget != GL_NONE) 4282 { 4283 es2::Texture *texture = getTexture(name); 4284 4285 return texture->createSharedImage(textureTarget, textureLevel); 4286 } 4287 else if(target == EGL_GL_RENDERBUFFER_KHR) 4288 { 4289 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4290 4291 return renderbuffer->createSharedImage(); 4292 } 4293 else UNREACHABLE(target); 4294 4295 return 0; 4296} 4297 4298Device *Context::getDevice() 4299{ 4300 return device; 4301} 4302 4303const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4304{ 4305 // Keep list sorted in following order: 4306 // OES extensions 4307 // EXT extensions 4308 // Vendor extensions 4309 static const GLubyte* extensions[] = { 4310 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4311 (const GLubyte*)"GL_OES_depth24", 4312 (const GLubyte*)"GL_OES_depth32", 4313 (const GLubyte*)"GL_OES_depth_texture", 4314 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4315 (const GLubyte*)"GL_OES_EGL_image", 4316 (const GLubyte*)"GL_OES_EGL_image_external", 4317 (const GLubyte*)"GL_OES_EGL_sync", 4318 (const GLubyte*)"GL_OES_element_index_uint", 4319 (const GLubyte*)"GL_OES_framebuffer_object", 4320 (const GLubyte*)"GL_OES_packed_depth_stencil", 4321 (const GLubyte*)"GL_OES_rgb8_rgba8", 4322 (const GLubyte*)"GL_OES_standard_derivatives", 4323 (const GLubyte*)"GL_OES_texture_float", 4324 (const GLubyte*)"GL_OES_texture_float_linear", 4325 (const GLubyte*)"GL_OES_texture_half_float", 4326 (const GLubyte*)"GL_OES_texture_half_float_linear", 4327 (const GLubyte*)"GL_OES_texture_npot", 4328 (const GLubyte*)"GL_OES_texture_3D", 4329 (const GLubyte*)"GL_EXT_blend_minmax", 4330 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4331 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4332 (const GLubyte*)"GL_EXT_read_format_bgra", 4333#if (S3TC_SUPPORT) 4334 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4335#endif 4336 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4337 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4338 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4339 (const GLubyte*)"GL_NV_framebuffer_blit", 4340 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4341#if (S3TC_SUPPORT) 4342 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4343 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4344#endif 4345 (const GLubyte*)"GL_NV_fence", 4346 (const GLubyte*)"GL_EXT_instanced_arrays", 4347 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4348 }; 4349 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4350 4351 if(numExt) 4352 { 4353 *numExt = numExtensions; 4354 return nullptr; 4355 } 4356 4357 if(index == GL_INVALID_INDEX) 4358 { 4359 static GLubyte* extensionsCat = nullptr; 4360 if((extensionsCat == nullptr) && (numExtensions > 0)) 4361 { 4362 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4363 for(unsigned int i = 0; i < numExtensions; i++) 4364 { 4365 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4366 } 4367 extensionsCat = new GLubyte[totalLength]; 4368 extensionsCat[0] = '\0'; 4369 for(unsigned int i = 0; i < numExtensions; i++) 4370 { 4371 if(i != 0) 4372 { 4373 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4374 } 4375 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4376 } 4377 } 4378 return extensionsCat; 4379 } 4380 4381 if(index >= numExtensions) 4382 { 4383 return nullptr; 4384 } 4385 4386 return extensions[index]; 4387} 4388 4389} 4390 4391egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4392{ 4393 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4394 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4395} 4396